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Deaf Zeus


Hyde

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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:

 

AP-34091

General Firepower-6127

Anti-PA Capability-6270

Combat Range-903

Ballistic Defense-7295

Energy Defense-7495

PA Capability-7165

Stability-1542

Energy Recovery-23590

Average Speed-8161

Boost Duration-1768

Turning Ability-6133

Lock-on Capability-8936

Detection Ability-43

Total Weight-11081

Maximum Load-11300

Total EN Cost-14309

Energy Supply-20300

 

 

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)

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