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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. I'm sure this isn't very good weapons wise at least, but sticking to the same basic principles... For missions I grab the heavy plasma rifle and the Moonlight if I'd rather rip and tear like a badass. Desert Fox LEFT: OSAGE03 RIGHT: OSAGE03 SHOULDER: BELTCREEK03 SAMPAGUITA SAMPAGUITA LARE LARE HEAD: SOLUH-HEAD CORE: SOLUH-CORE ARMS: SOLUH-ARMS LEGS: LG-JUDITH FCS: 063AN05 GEN: SOBRERO MAIN BOOST: AALIYAH BACK BOOST: LB-LAHIRE SIDE BOOST: LB LAHIRE OB: SOBRERO Tunes: QB forward, QB side, FCS lock, FCS missile lock, arm maneuverability, Booster vertical, Booster forward Stabilizers, whatever. Threw a bunch on, no idea what they do.
  7. I wanted to post my AC that i am using in story mode. This is my first time posting on here other than my Introduction. so here goes nothing! Head- HD-Hogire Core- CR-Lahire Arms- 03 Aaliyah/A Legs- White-Glint/Legs Fcs- 047AN05 Generator- GN-Sobrero Main Booster- CB-Judith Back Booster- BB11-Latona Side Booster- SB11-Latona Overed Booster- KRB-Judith R Arm- MR-R102 OR 051ANNR Or AR-0700 OR Moonlight L Arm- 063ANAR OR 051ANNR Or 04-MARVE OR MR- R102 R Back- RC01- PHACT OR OGOTO (grenade) OR MP-0901 L Back- CG-R500 OR 050ANSC Or BM05- LAMIA Shoulder- SM01- Scylla TUNING Load on the legs-Full Gen Output-full Gen Cap-full Gen Kp-some Lock speed-full. STABILIZER HEAD Top- HTSO1- TELLUS-A R side- HSSO1-LATONA-A L side- HSSO1-LATONA-A CORE R Upper- SOLUH-CORE-1 L Upper- SOLUH- CORE- 1 R Lower- 03-AALIYAH/CLS1 L Lower- 03-AALIYAH/CLS1 ARM Arm Right- AM-HOGIRE- OPE01 Arm Left- AM-HOGIRE- OPE01 LEGS Back-LG- LAHIRE-OPT01 R Upper- 04-ALICIA/LUS1 L Upper- 04-ALICIA/LUS1 R Middle- 047AN04101 L Middle- 047AN04101 R Lower- LLS01-TELLUS-A L Lower- LLS01-TELLUS-A Notes this is my basic AC for almost all missions. I change my weaponry as you saw for different mission. this is my current AC in this game. I really like the dual Assault Rifles for a lot of ammo and good range and firepower. The railgun is a great long range power hitter (found that out while playing the last mission Occuapation of ateria carplas or someting like that, the mission where you face 4 nexts 5 while in hard mode) The chain gun is good for anti-missiles and Smaller enemies. I always use the shoulder AS missiles but take them off if i dont need them. I do use back missiles and they work great for me. The Marve and AR0700 i use for Next-Next battles for more power per shot. So here is my Next that i use. I picked the gen for its recharge rate. feel free to give advice where you think it would be best. Thank you for taking time to look over my AC.
  8. 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
  9. FEEDBACK argy head latona core argy arms latona legs inblue argy gen virtue latona schedar judithOB ACRUX ACRUX!! Tune 50: en out, en cap, kp out, lock speed, core rectification, vert thrust, main QB, turning Tune 42: leg rectification Paint: FEEDBACK, a yellow circular moon head stabilizer, FEEDBACK emblem
  10. 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.
  11. 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.
  12. KIRITUMI TELLUS LAHIRE WHITE-GLINT INBLUE ARGYROS VIRTUE LATONA SCHEDAR JUDITH 063ANAR 063ANAR KAMAL KAMAL CHOONS: 50 OUTPUTS, ARM MANEOUVRING, AIM PRECISION, LOCK SPEED, VERTICAL THRUST, MAIN QB, TURNING 8 LOAD, 34 CORE RECTIFICATION EAT UP, FAGGOTS edit: this is largely obsolete, but you are also mom
  13. 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)
  14. 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.
  15. 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.
  16. 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.
  17. check dat tag 047 ekhazar 063 wg inblue argy judith latona schedar ob w/e is efficient, forgot which it has bff ar bff ar add boost GO fps - en out, kp out, arm mobility, precision, lock speed, vert boost, main qb, turning i'll update it more precisely later inb4inbluefastenough paint it red, everything red, color value 255
  18. LS

    Wind 3

    Design process (click to show): Spoiler! --Click Here to View!-- [noob] 10:09 pm: post an ac ls [noob] 10:09 pm: i posted one [noob] 10:09 pm: so you have to post one [LS] 10:09 pm: oic [LS] 10:09 pm: I will remind you of this rule later. [LS] 10:11 pm: What kind of AC should I post? [LS] 10:11 pm: Like, a forsrs AC? [noob] 10:11 pm: your best [LS] 10:11 pm: Because my forsrs ACs are very boring [noob] 10:11 pm: mine is my best [LS] 10:11 pm: They're all 051/KAP [LS] 10:11 pm: All day every day [noob] 10:11 pm: werd [LS] 10:12 pm: drew Wind 3 FA PS3 1.4 Frame: 047AN02 | EKHAZAR-CORE | 063AN03 | 063AN03 Internals: FS-HOGIRE | 03-AALIYAH/G Boosters: CB-JUDITH |03-AALIYAH/B | AB-HOLOFERNES | LINSTANT/O Weapons: 051ANNR | RG03-KAPTEYN | MPO601JC | WHEELING01 | 061ANRM | - | - Stabilization: Head R Side: SOLUH-HEAD-1 (+0, +3) [155, 157, 159, 135] Tunes: 50 in Energy Output, KP Output, Maneuverability, Radar Refresh Rate, Main Quick Boost, Back Quick Boost, Side Quick Boost. 28 in Load. 37 in Vertical Thrust. 27 in Turning Ability. This is the closest thing to a tier AC I have, meaning that if I played ladder (I never have) this would probably be what I would use. The Wind line, in FA, has always used this exact weapon set, because I feel that it's one of the best offensive weapon sets in the game since it can actually score some hits, which is rare in FA. Wind 3 is the middle child, and I find him more effective than his lighter and heavier relatives. The main focus is on consistent damage from defensive angles and ranges. No, WG legs are not better. I usually prefer LAHIRE gen to AALIYAH, but in this instance I find that I can't really do anything meaningful with the weight without slowing the AC down considerably. Suggestions?
  19. Frame: 047AN02 | EKHAZAR | 063AN03 | White-Glint Internal: INBLUE | LAHIRE Booster: AALIYAH | AALIYAH | AALIYAH | JUDITH Weapons: 051ANNR | MOTORCOBRA | TRAVERS | 049ANSC | GALLATIN02 Tuning: 50 Load 50 EN Output 50 EN Capacity 50 Arm Maneuverability 50 Aim Precision 48 Vertical Thrust 48 Front QB 48 Side QB 48 points are left for whatever. I switch it up between KP Output, Firing Stability, and Turning Ability. Stabilizer: 0, 0 I know that it’s your basic bi-ped cookie-cutter frame; but that was the point of this build. Normally when players build this frame [or anything similar] they tend to equip low-powered boosters. Problem with that is the build can then get easily pressured by CQC opponents. My goal was to build this frame with high-powered boosters with enough energy to properly function (23.8k) without having to put a SOBRERO gen on it (which would potentially jeopardize its shell defense). At the same time I wanted to use a weapon set-up that would enable me to cross-wield all the weapons while having them all complement each other to some degree (something that is rarely seen). I also have an RJ version of this. However, the RJ version defeats the purpose of what I was trying to do with this kind of build. .
  20. Name: Grey Fox Image: http://img.photobuck...in/100_2687.jpg Frame: Head: Hogire Core: Soluh Arms: Soluh Legs: Soluh Internals: FCS: Ekhazar Generator: Judith Booster Array: Main: Rachel Back: Latona Side: Holofernes Over: Judith Weapons: RA: Mburucuya LA: Acacia RB: EC-O300 LB :CP-48 Countermeasures: Guyandotte04 Tunes: Capacity ( 0, 50, 43, 50 ) Aquisition ( 50, 0, 0 ,0 ) Boost ( 50, 50, 0, 50 ) Special Boost ( 50, 0, 50, 0 ) Stabilizers: ( +0 , -7 ) Core L Upper: GAN01-SS-CUSO Core R Lower: GAN01-SS-CLSO Legs L Lower: SOLUH-LEGS-6 Paint: R,G,B : "Grey Matter" Main: 80, 90, 100 Sub: 0, 0, 0 Sup: 10, 20, 30 Opt: 70, 70, 70 Jnt: 255, 255, 0 Dev: 50, 70, 90 Eye: 255, 255, 0 Ok this is obviously an evasive AC with a lack of true ranged weapons, the limited yet effective E cannon handles those roles well and the CQC gear uses are obvious. Normally I'd run back radar but the rockets have become very useful over the past year ive been using this mech. I didn't post it out of respect for my team and our 3v3 and 4v4's but now that AC5 is right around the corner id like a critique of a mech that hasn't had to change for quite some time. Tear it apart guys!
  21. Variable Offensive Assault Module 04 (VOAM-04) // 1.40 Frame: 047AN02 /// EKHAZAR-CORE /// 063AN03 /// 047AN04 Internal: 063AN05 /// I-REGIL/G Thrust Vecs: CB-JUDITH /// GAN02-NSS-B.CG /// SB128-SCHEDAR /// I-RIGEL/AO Weapons: MR-R102 /// 051ANNR /// RC01-PHACT* /// 063ANPM** /// BELTCREEK03 /// EB-0600*** Tune: 50 Energy Output, 50 Capacity Output, 25 Aim Precision, 25 Lock Speed, 10 on all 4 main boosts, 50 main quick thrust, 50 quick side thrust, 50 quick back thrust. The rest is up to you but Id recommend turning ability or PA rectification depending on your play style. Stabilize: +0, -2 *This part is definitely my personal preference since it has low melee ability, long reload period and considerable weight and EN consumption. It slows down the frame quite a bit so you should definitely switch it for a lighter or better rounded part like SAPLA, GRB-TRAVERS, HLC09-ACRUX, 049ANSC, or EC-0300. But the rail cannon is unmatched in round velocity so I can engage in mid/long range much more effectively. It takes practice to master but once utilized properly, you're dealing 3500+ damage to lightweights. **Another personal preference for its agility and flight time. It works well at close range due to its agility and works well in combination with the CB-JUDITH or MOTORCOBRA. It lacks in acceleration so I'd also suggest OSAGE03, 061ANCM, CHEYENNE02, and for the pros, VERMILLION01. ***Hanger unit for missions. I tried to think of versatility when designing the unit and concluded it should also fair well during missions so this blade is definitely a no-no for online play but good for mopping up crabs and normals in HARD mode. The main goal of the design was a solid, well rounded, mid weight with tuning possibilities without having to modify the frame. It has great lock-on capacity and stability which make it a superb choice for S ranking on HARD mode. Online effectiveness is relative to weapon choice and/or internal and vector modifications but handles extremely well. I even went as far as running assault armor so it covers all the bases. The FCS works great in close range and very well in mid range verging towards long range; it has superb missile lock on capability. Once again, its a solid, easy to pilot, mid-weight for experienced users. The scheme is based on an old 1.0 reg unit I use to run back in '09-'10 which dominated story mode NORM/HARD and pretty much anyone who dared go up against it online (1.0 reg of course). It was properly named APAU-03-S (All Purpose Assault Unit 03 Sniper).
  22. frame : SOLUH | EKHAZAR | ARGYROS/A | LATONA internal : JUDITH | SOBRERO booster : JUDITH | LATONA | JUDITH | KB-JUDITH weapon : MR-R102 | WADOU | MP-O601JC | DEARBORN02 | 061ANRM hanger : - | EG-O703 tuning : - 50 points to EN output, EN cap, manuverability, aim precision, lock speed, back thrust, QB side, turning. - 42 points to load and anything else. stabilizer : 0, -8 - mid-assault combat AC. - biped legs frame. - nothing special. edit : I have to take my word (that I said "maybe the last time" before I'd fixed to other) back because I'd change my mind about ACV so I'll waitin' for NA version instead. before that I'm still living with FA for now. so what d'ya think?
  23. frame : GAN02-NSS-H | GAN02-NSS-C | GAN02-NSS-A | GAN02-NSS-L internal : JUDITH | AALIYAH/G booster : AALIYAH/M | GAN02-NSS-B.CG | SCHEDAR | KB-JUDITH weapon : LABIATA | GAN02-NSS-WBS | RDF-O200 | DEARBORN02 | GUYANDOTTE04 hanger : - | - tuning : - 50 points to EN output, EN cap, manuverability, lock speed, main horizontal thrust, QB back, QB side, turning. - 42 points to anything. stabilizer : 0, -9 - mid-assault combat AC. - NEW SUNSHINE frame. - it might be my new ARIES. - you can using NSS booster for all of main/back/side if you want, it isn't that bad on mid-heavy stuffs like this. - for bazooka, change to any zooks or anything you want. so what d'ya think?
  24. Taurus

    VL-RJ

    frame : EKHAZAR | LAHIRE | LAHIRE | ALICIA internal : JUDITH | SOBRERO booster : VIRTUE | LATONA | JUDITH | KB-JUDITH weapon : SG-O700 | AR-O700 | MP-O901 | SIRIUS | 061ANRM hanger : - | - tuning : - 50 points to EN output, EN cap, lock speed, main horizontal thrust, back thrust, QB main, QB side, turning. - 42 points to firing stability. stabilizer : 0, -9 - mid-assault combat AC. - reverse-joint legs frame. - SAUBEE was lighter than ALICIA. but I decided to using ALICIA in later. - SOBRERO arms was lighter than LAHIRE but it sucks. - low QB power side booster, but I don't see any problem with it. edit : VL-RJ = "Very-Light Reverse-Joint" so what d'ya think?
  25. I was supposed to post this design long ago but kept forgetting. So here it is, the only fA design I have any attatchment to, and probably the only one I can play somewhat seriously in. Main Head: EKHAZAR-HEAD Core: WHITE-GLINT/CORE Arms: A11-LATONA Legs: LG-LAHIRE FCS: FS-HOGIRE Generator: GN-JUDITH Main Booster:SO4- VIRTUE Back Booster: BB11-LATONA Side Booster: SB128-SCHEDAR Overed Booster: KB-JUDITH R Arm Unit: LB-ELTANIN L Arm Unit: MR-R102 R Back Unit: DEARBORN02 L Back Unit:RC01-PHACT Shoulder Unit: None R Hangar Unit: None L Hangar Unit: None Tuning 9/50/50/50 0/0/0/10 23/0/0/0 0/50/0/50 0/0/0/0 50/0/50/0 0/0/0/50 Stabilizers (0, -14) Head L Side: MADNESS/HSS2 Core Right Lower: CR-LAHIRE-OPT1 All others empty Paint (Yes I cared enough to custom paint this one) Head: (0,0,0)/(255,255,255)/(255,255,255)/(60,185,50)/(255,255,255)/(255,255,255)/(0,255,0) Core: (255,255,255)/(0,0,0)/(60,185,50)/(255,255,255)/(255,255,255)/(255,255,255) R/L Arms: (255,255,255)/(0,0,0)/(0,0,0)/(60,185,50)/(60,185,50)/(60,185,50) Legs: (255,255,255)/(0,0,0)/(60,185,50)/(60,185,50)/(255,255,255)/(60,185,50) R Arm Unit: (255,255,255)/(0,0,0)/(60,185,50)/(255,255,255) L Arm Unit: (255,255,255)/(0,0,0)/(60,185,50)/(60,185,50) R Back Unit: (255,255,255)/(0,0,0)/(60,185,50)/(255,255,255) L Back Unit: (255,255,255)/(0,0,0)/(0,0,0)/(60,185,50) Stabilizers Head L Side: (60,185,50)/(60,185,50)/(255,255,255)/(255,255,255) Core Right Lower: (255,255,255)/(60,185,50)/(255,255,255)/(255,255,255) Usage Notes: The blade is used primarily as a mobility tool, giving it ability to quickly gain or lose altitude, dodge missiles, or gain/close distance with its blade lunge. I only use it as a weapon if my opponent is very slow, in desperation if my opponent has a huge AP lead on me, or if he/she is just plain bad.
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