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  1. Nescient

    Baransu

    H: 047 C: Hogire A: Argyros L: Lancel Laura Linstant Judith Latona Judith Judith Berlioz rifles (stun gun behind marve) 049ANSC Kamal Flares or Euphoria FRS: PA (7751) weight cap energy output arm mobility lock rate Pros: all the things Cons: bladers
  2. Chiyopop

    Merry

    New version of AC: View Head: 047AN02 Core: EKHAZAR-CORE Arms: 063AN03 Legs: 03-AALIYAH/L FCS: FS-JUDITH Gen: GN-LAHIRE Main: CB-JUDITH Back: BB11-LATONA Side: SB11-LATONA Over: LINSTANT/O RA: 051ANNR LA: 063ANNR RB: KAMAL LB: WHEELING03 Shoulder: GUYANDOTTE04 Hangar: None Tuning and Stats Stabilizers I am very happy with the changes so far, the AC is able to move faster and longer at mid range, with an assortment of weapons that gives it a presence. I was able to test it in a bunch of matches, and it never disappointed me. Most of the time I could establish a lead with Wheeling03 and keep it with the rifles, or regain it with Kamal if I had to. In some battle royals, the damage per second with the Kamal and 063ANNR was high enough I could get by with low AP at the end, facing a guy who ended up on the sidelines most of the fight. It's hard to tell anything from a free for all really, but I survived most of them with the highest AP. There's still ways it could probably be improved, but this is pretty good for me. I'm thinking of replacing the 063 with the 102 for an even better combo with the Kamal, but the gun has a lot lower ballistics velocity, which seems more important at mid range. Original Post:
  3. Possibly the coolest design in my schematics. Definitely one of the most fun to use. Its an OB Blader. OB blading is fucking boss. Anyways, the frame is bulky as fuck, too heavy to really be good at what it does. Anything with a decent anti-PA weapon (attenuation OR penetration, so MGs, missiles, DR, MG/nade, and obviously any type of laser/plasma weapon…) is going to make for a tough, often impossible, fight. Frame: HEAD: 03-AALIYAH/H (for berlioz) CORE: CR-LANCEL (FOR ANATOLIA!) ARMS: ARGYROS/A (for brolic buffness [PA, AP]) LEGS: 047ANO4 (coz they look cool and have enough load) Drivetrain: (note, while exceptionally slow it can maintain OB for quite awhile, PA will give out before energy output does… just don't expect it to run down ANYTHING at all…. lol… unless you get lucky and land that perfect OB assisted hit) FCS: FS-JUDITH GEN: SO8-MAXWELL MB: CB-JUDITH BB: BB103-SCHEAT SB: SB128-SCHEDAR OB: LINSTANT/O Arsenal: (just purge everything except the blades…) RA: 051ANNR (100% for looks… no really.) LA: EB-0305 HLC02-SIRIUS (x2 doom cannons, also the inspiration for its name "NoBlessing") SU: 051ANAM (coz berlioz) RHU: EB-0600 gl hf. i don't recommend it. Edit: Tuneses: E output and KP output- 50 Arm maneuv- 50 PA maxed for arm/core/leg (it has outrageous PA for a MW, 7769, which is HW territory…) CB judith- 42 Linstant- 50 turning- 50
  4. White-Glint/HEA White-Glint/COR AM-Lahire 03-AALIYAH/L EKHAZAR-FCS LINSTANT/G CB-JUDITH I-RIGEL/AO AB-HOLOFERNES LB-LAHIRE 047ANNR's Straight forward DR build. Real fast. Ideally it has enough mobility to get around heavier ACs. As of today its got a 100% win rate, I had a REALLY close match vs a JP LW, was getting chipped but kept my cards well hidden till 2:30 or so… then I hit the YOLO combination (ass. armor) and managed to win. It could have went either way, the JP dude was HELLA fast and got me down to ~3K before running out of bullets. It ended with both of us GGing in game (u know, just want to be frenz, stopped shoosting) with the opponent down to ~800AP. I felt the rush. The nuke saved my ass, he did not see it coming, dished out about 10K damage on the first try, managed to drag him thru the fall-out but missed on AA attempts 2 and 3. Build works well but I really don't like it. TUNES: EN Output, Capacity and KP output maxed PA maxed across the board Vertical thrust ~42 Special boost sideways QB maxed
  5. ya so this was my primary 'Heads Up' build for ranked matches. I rode it to A-rank amongst a fairly competitive crowd in 2009-2010. Nob will hate it for sure. Its decent at doing what it does but rather underpowered. If it can land successive hits with Kamal and Motocobra its got some quick kill potential, but its too slow to reliably pull off frisky CQC tactics. Without AA its generally forced to fight with a long-term approach. It's a Kiter in the truest sense, DPS/PA breaker parts are more of a deterrent than reliable offense here. The standard WG frame has more quick kill potential. Its strength lies in a generalist battle plan, it can basically fight at any range and while it is far from optimized for any one roll the weapon set performs reliably. It excels at dealing out consistent damage, the weapons were chosen to fight off the endless swarm of cracked-out Japanese Lahire builds that made up the majority of the competition I was faced with in the year before From pooped out ACV. I give the frame 4/10 for functionality, like most of my builds it was largely built to look cool in a military/OG sort of way. The head sucks ass… the core offers decent defense for its weight, the arms are arguably high tier (but losing the shoulder unit slot hurts big time… Missile builds cause problems here as the frame is too slow to dodge if the opposition can pressure continually)… The legs offer great defense and reasonable mobility. Head- Hilbert-G7H Core- CR-LANCEL Arms- White-Glint/ARMS Legs- 063ANO4 FCS-047ANO5 Gen- 03-AALIYAH/G CB-Judith main BB11-Latona SB128-SCHEDAR Linstant/O RA- 03-MOTOCOBRA (probably the best ranged weapon in the game… jmho) LA- 063ANAR (wg rifle) RB- RC01-PHACT (rail cannon) LB- KAMAL (slug gun) TUNES: Leg Cap- 46 EN output/cap-50 Arm maneuv-50 Lock Speed-50 V. Thrust-50 H. Thrust-50 Turning-50 Conclusion: Its a great starter build for anyone feeling uncomfortable with PvP. The weapons are among the most reliable when the gods of ping aren't on your side… Very easy to use, figure out how to zone properly and pay attention to cross-wielding. Very strong vs damage racing LWs. Unbelievably weak vs high shell-defense builds. Tanks are this things WORST nightmare.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 47an 47an 47an saubees inblue sobrero virtue aaliyah holofernes judith 51annr 63anar acb710 swagyolo edit: bff flares tunes 50: en out, arm man, aim, vert thrust, all QB, turn tunes 42: en cap stab: ( +0, +10 ) this thing has no en def. that's all i can really say about it. about 36k ap, about 26k en supply. stunt 101 playa edit: should i use a GA core or something wat do
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. Hyde

    Nineball

    H-WHITEGLINT C-AALIYAH A-063AN03 L-JUDITH FCS-JUDITH GEN-SOBRERO MB-VIRTUE---Can be AALIYAH or LAHIRE BB-LATONA SB-JUDITH---Can be LATONA OB-KB-JUDITH RA-EB-O305 LA-04-MARVE RB-CHEYENNE02 LB-OGOTO SH-None TUNES- MAX TUNES=Generator output and capacity, arm maneuverability and EN weapon skill, vertical boost for Virtue, forward QB for Virtue, side QB for Judith. LEFTOVER TUNES=Judith lock speed (20), Judith radar refresh (34), leg turning ability (38). Ah, a classic. This version is a trying replica of Last Raven's "Baby Breath", which is similar to the MoA Nineball as well, except Baby Breath has a Linear Rifle instead of a Pulse Rifle, which is reflected here with the MARVE assault rifle. The frame consists of parts that, in my opinion, are similar to the Nineball in MoA and LR. It's a mid-lightweight frame with sleek looks and surprisingly great defense. It possesses a shell defense of 8717 and energy defense of 7378; Not bad for such a lightweight and fast-moving AC. However, it suffers from a low AP of 33773 and mediocre PA capability (if that even matters?). The internals are the only freestanding thing I can play with whilst maintaining the general Nineball image. The FCS is JUDITH, a versatile, close range, quick FCS handling the blade, rifle, grenade cannon, and missile launcher equipped on this AC. Boasts low EN cost. The generator is SOBRERO. Because of its low KP output and energy capacity (which can be ignored), it isn't the best of generators, however it is the lightest of all and possesses the greatest output of all, which circumvents the AC's costly frame. The main booster is VIRTUE. I'm a rusher at heart, preferring close range combat and high-speed. Virtue does this for me. It possesses low auxillary EN cost and weight along with its monstrous QB capabilities, but is weighted by its weak vertical lift and high main/vertical energy cost. The vertical thrust is tuned to the max but it really isn't too much of an improvement. However, this AC is a replica and doesn't use the most useful, tiered and trendy weapons out there, so it is at a disadvantage. Since this AC is a hybrid and equipped with a long, but weak blade, the intense speed of the booster allows it to hit with ease. The back booster is LATONA for low cost and the overedbooster is JUDITH-KB for the same reason. The side booster is JUDITH, a very light and cost efficient, but weak, booster. It was chosen because, when tuned, its thrust isn't bad for a light-ish AC like this, and it lessens the EN strain and promotes forward movement QB chaining speed. The weapons are merely chosen to match Nineball as closely as possible and while they aren't the best of combinations, they are very decent. To me, that is. I'm a Hybrid user, as well as a faithful grenade cannon user, so I'm very comfortable with this AC. The blade is ultra long with okay strength and low usage cost, but has high auxillary EN cost and low stun. The rifle is the best assault rifle out there, but is pained by terribly low ammo count, heavy weight, and comparitively high EN cost as opposed to other ARs. The spread missiles, CHEYENNE02, are decent and have good ammo and fire rate. The grenade cannon has good fire rate, power, and ammo capacity. The paint scheme is specifically matched to Nineball, but like the frame/weapons, it's impossible to match exactly. That withstanding, I'm actually very impressed and fond of this build. It has great defense and speed with a decent hybridized loadout that is effective. Its energy is rather high considering the strain of the parts and it performs and maneuvers extremely well. ACFA is pretty much over and wasn't really favored by all, and unless someone here decides to throw a tournament, this is a waste. Oh well, I still enjoy the game and always have. More ACs to come.
  17. H-SOLUH C-EKHAZAR A-LAHIRE L-WHITEGLINT FCS-INBLUE GEN-JUDITH or SOBRERO MB-AALIYAH or VIRTUE BB-LATONA SB-LATONA OB-JUDITH RA-051ANNR LA-051ANNR RB-KAMAL LB-GAN01-SS-GC (gatling cannon) SH-063ANEM (stealth ECM extensions) TUNES: 50 tunes in generator output, capacity, forward and side quickboost, head, core, and leg stability, and leg turning ability. Remaining 42 tunes in either load, KP output (if SOBRERO gen used), or vertical thrust (if VIRTUE used). STATS: (with JUDITH generator and AALIYAH mains) An attempt to make the highly unused, but powerful-on-paper, gatling cannon; I chose SOLUH head, EKHAZAR core, and WHITEGLINT legs for their high stability. WHITEGLINT carries the highest stability of light-midweight, bipedal legs, and the head and core carry the highest stability of their class. I can go with GA quad legs for even more stability. The LAHIRE arms are chosen for their outstanding arm maneuverability and general low EN cost, for use with the rifles. The stability is, as you might've guessed, for the gatling cannons. It will help improve the usefulness of the gatling cannons AND the slug gun, as well as overall sturdiness of the craft. I paired KAMAL with the gatling cannon for a pretty evil combination. The amount of bullets sprayed from the cannons is sure to land with a few hits here and there, which stun heavily, and coupled with KAMAL's own stunning power and damage, it should make for a...ahem...wicked combo. The dual rifles are chosen for low EN cost, weight, and general effectiveness for when the back weapons run dry. The stealth extensions are actually a recent favorite of mine. My ploy in battle is to rush and get blind spots by hopefully outmaneuvering the enemy. These stealth extensions were inspired by a JP player I fought against. I beat him but it certainly was difficult to track him. INBLUE FCS for speed and radar refresh w/o wasting tunes. JUDITH or SOBRERO generator for ample output and low weight. AALIYAH mains for speed and aerial ability. I haven't tested this in battle but I shall. Hopefully the stability and spammability will work out well.
  18. 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.
  19. 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.
  20. Hyde

    Deaf Zeus

    H-HILBERT C-EKHAZAR A-A12-OPS (laser arms) L-JUDITH FCS-JUDITH GEN-LAHIRE MB-AALIYAH BB-LATONA SB-LATONA OB-JUDITH RA-N/A LA-N/A RB-TRAVERS LB-POPLAR01 SH-061ANRM TUNES: 50 in generator output, generator capacity, arm maneuverability, EN weapon skill, aim precision, forward and side quickboost. 30 tunes in FCS lock speed. 34 tunes in FCS radar refresh. 19 tunes in FCS missile lock speed. Remaining 9 tunes in leg turning ability. STATS: A lightweight AC with decent defense, given the weight, with a focus on midrange, aerial combat and close range flanking with lasers. FRAME: The frame is intended to be lightweight and relatively EN efficient, with the arms being the A12-OPS laser arms; Very devastating weapons. HILBERT head for good stats. EKHAZAR core for low-cost, low weight, decent defense. A12-OPS arms for the offensive focal point. JUDITH legs for general mobility and highest defense ratings of LW legs. INTERNALS: JUDITH-FCS for well-roundedness, low cost, good stats, and appropriate range. LAHIRE generator for lightweight, decent power and good capacity. BOOSTERS: AALIYAH mains for good speed and aerial lift for keeping an aerial game and utilizing the grenade launcher effectively. All other boosters used for efficiency. WEAPONS: The OPS laser arms deliver quite a punch. They are rapid-firing, accurate, and have a good hitting ability. Use at close-midrange or flank for best results. TRAVERS is a lightweight grenade launcher with standard power, good weight, and a faster fire rate than other GL's. For use with the POPLAR hi-act missiles. POPLAR01+061ANRM for use with the grenades and laser arms. The 061ANRM relation missiles are a favorite, with high ammo reserves and power. The POPLAR are hi-action missiles; They have great maneuverability. Although slow, their purpose is to persistently chase the enemy, aiming to deplete their energy or get them to the ground. Both ends aid in hitting with the grenade or lasers. GAMEPLAN: As I said above, the focus is the laser arms. Depending on the situation, switch between the grenades and lasers. Fight in the air for readiness with the grenades. The missile combo has decent damage but is mostly as an oppressor to tire the enemy and ground them. Fire from above with the grenades or fire the missiles and flank with the lasers to hit the enemy. The combination of the fire-and-forget homing offense of the missiles, the ground n' pound of the grenades, and the pure energy power of the lasers and quick mobility makes this AC very dangerous. (nomenclature is mainly from the laser arms, when fired, you can see what looks like lightning come from the back of the arms, the "deaf" part is idk)
  21. H-HILBERT C-HOGIRE A-LAHIRE L-SOLUH FCS-JUDITH GEN-SOBRERO MB-LATONA BB-LATONA SB-LATONA OB-JUDITH RA-PITONE LA-VANDA RB-GEMMA LB-MP-O601JC SH-061ANRM TUNES: 50 tunes into generator output, capacity, KP output, vertical thrust, forward and side quickboost. 30 tunes in FCS lock speed. 37 tunes in FCS radar refresh. 25 tunes in leg turning ability. STATS: A faithful recreation of Armored Core; Last Raven's "super Fascinator", an AC belonging to the player's "rival" of sorts. Arguably the most difficult enemy in the game, though cheap methods can make the battle a cakewalk. This AC possessed OP-I abilities, incredible agility, and seemingly infinite energy reserves. The playstyle with this AC is mid to close range, though the edges of the FCS' lock distance can be utilized quite effectively due to PITONE's prowess. This AC possesses an irregular and interesting weapon set: The VANDA is a machinegun possessing the highest rate of fire, but is poor in other areas. It was chosen to best mimic the look of NIX. The PITONE is a railgun; A highly effective weapon boasting good power and incredible velocity as well as melee ability and decent rate of fire. Chosen to act as PYTHON in terms of function. GEMMA is a pulse cannon, a rapid-firing "laser machinegun" of sorts. It possesses energy power, a good rate of fire and a decent velocity for a rapid-fire weapon. Chosen to represent LAMIA3. MP-O601JC is a PM missile, chosen to represent SPARTOI. It has great speed and decent missile agility, great for pressure. The 061ANRM are spread missile relations. None of the relations can mimic FUNI's look but this one is passable and its action is most akin to micromissiles. All-in-all, it's a great weapon set, in my opinion. The VANDA could use a change but generally this AC is great for all ranges and, on paper, can damage quite well, especially paired with the AC's agility. The FCS is JUDITH for general close-range use and speedy performance in normal locking and missile locking. The generator is SOBRERO for ultra-high output to circumvent the high EN cost of the AC. The booster set is full LATONA, as it possesses decent speed and mobility whilst having low cost, further offsetting the AC's exhausting loadout.
  22. 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.
  23. 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.
  24. Hyde

    Dusk Roar

    H-047AN02 C-WHITEGLINT A-LAHIRE L-DUSKAROR FCS-HOGIRE GEN-LAHIRE MB-AALIYAH BB-LATONA SB-LATONA OB-JUDITH RA-NIOBRARA LA-MR-R102 RB-050ANSC LB-050ANSC RIGHT HANGER-EB-O600 TUNES: 50 tunes in load, energy output, energy capacity, vertical thrust, forward & side quickboost, arm EN weapon skill. 41 tunes in lock speed. 34 tunes in refresh rate. 17 tunes in leg turning ability. STATS A quirky idea of mine. The idea was to make an AC that spams sniper cannons. Seeing as quads/tanks are the only leg parts able to bear such weight, I decided to go with DUSKAROR for mobility and because the name came in my head along with it. FRAME: 047AN02 head for lock range. WHITEGLINT core for general defense, low weight, low EN cost. LAHIRE arms for maneuverability, low EN cost, EN weapon skill. DUSKAROR to bear weight and grant mobility. INTERNALS: HOGIRE FCS for a touch of everything. LAHIRE generator for general power and KP output; SOBRERO could've been a good choice but it has low capacity and KP. AALIYAH mains for boosting power and counteraction of a quad's grounded fate. Other boosters for efficiency/general power. WEAPONS: Dual snipers, like so. I chose the 050ANSC for similar weight to the 049 but with moar power and precision, along with lower ammo. The 049's are OP when it comes to ammo. The rifle for long-lasting chipping/accessory damage. NIOBRARA for reliable, expendable missile(easy) offense. The hanger blade for hybrid pwnage that brings you back to the days of ACFA:1.20 regulation's mass blader population. It has great offense. Most can't even lock at my sniping range except snipers, so I'm generally safe from fire/missiles. Once the snipers come off, if they're not dead yet, midrange/CQC battle commences. The AC's superior mobility and rifle/missile/blade loadout will surely finish them. They'll think the rifle and missiles are it, then slice n' dice like a cheap lil' newb.
  25. Hyde

    Skydrifter

    H-SOLUH C-EKHAZAR A-063AN03 L-EKHAZAR-RJ FCS-FS-HOGIRE GEN-LAHIRE MB-JUDITH BB-LATONA SB-HOLOFERNES OB-LINSTANT/O RA-NIOBRARA03 LA-051ANNR RB-SALINE05 LB-RC01-PHACT SH-YASMIN TUNES- Energy output and capacity are tuned to max. Vertical lift for CB-JUDITH tuned to max. Forward and side QB for CB-JUDITH and AB-HOLOFERNES tuned to max. Leg turning ability tuned to max. Lock speed and radar refresh rate for FS-HOGIRE tuned to max. Left over tunes put to missile lock speed (19) and back QB for BB11-LATONA (23). Who gives a shit for ACFA or AC in general anymore, right? Well I turned mah shit on for nostalgia, went on to Public Match, and actually fought a guy 1vs1 for like 12 matches, then three others showed up and we fought 2v2 for like 6 matches. It was pretty damn fun. The guy I 1v1'd was German, the other two that showed up were Japanese/Asian. When we fought 2v2 it was me and a JP dude vs the German and the other JP. The JP guy I played with literally had only dual rifles on his MW build and died in the first minute of every match. Despite my not playing in centuries, I actually fought the two of them and usually killed the dual-rifling, super rushing JP guy and almost killed the German, or I at least lasted for 7 out of 10 minutes. It was lovely. Anyways, enough of the true storytelling. This AC came about when I was deleted every old AC in my garage and started to build new ones. I built this one with the desire of making a sniping RJ AC. I did. Though I'm still unsure of parts to use or combos to use. The FRAME-I had RJ in mind, so the legs are a given. They hold the greatest load of all RJ legs, if I remember correctly, so I chose these. The rest of the frame is bullshit. The arms' abilities aren't necessary. EKHAZAR core is overused and SOLUH has great stability but is weak. However, with this combination of random parts I have amounted a ballistic defense of 8459, which I am happy with. The INTERNALS-I used LAHIRE gen: Lightweight, good power, good KP, green beans. I used the HOGIRE FCS to save tunes and provide versatility. It has good range, good lock speed, and good missile lock speed, as opposed to longer range FCS which are snails by comparison. The BOOSTERS-I wanted amazing vertical lift and EN management and JUDITH was great for this. LATONA backboosters are decent. HOLOFERNES sides have amazing side QB power/distance. Good for evasion and overall distance gaining. LINSTANT overedbooster for EN cheap power. A great OB. The WEAPONS-It's clear I wanted to have a long range weapon, and the PHACT railcannon is incredible for this, though not as good at aiming well as a sniper cannon. I also wanted to have an accurate, good-hitting rifle for chipping damage and circumvention of PHACT's slowness. The 0551ANNR is one of my favorites, boasting the highest power, range, and ballistics velocity of all rifles. Since I'll be at range, this is necessary. With this, I wanted some missile support as this AC isn't the fastest and CQC weapons wouldn't be a good choice. Missiles are the brunt of EVERYONE's offense anyways. It's sad. I chose NIOBRARA and SALINE because the former is one of the best missiles in the game with great power and missile agility, and the latter because it's cheap with a lot of firepower and effectiveness for a standalone missile. YASMIN for anti-missiles. Now, my dilemma with this AC is how to place my weapons. The rifle+railcannon allows chipping damage in between shots but I feel it's also a waste of the rifle because it probably won't hit consistently at the edge of my FCS. The missile+railcannon is great but the NIOBRARA's are a wee-bit slow and will probably be shot or outrun at those distance, HOWEVER!: I can fire ze missiles, then fire the railcannon as it gets close-ish, using the stunlock to hamper their movement. Idk, no one cares, I wrote too much, sorry, not sorry, ACFAOMSPInooeito980898u.
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