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Major's Garage of Fancy!


Major Warrior

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These are my prized builds as well as some new experiments.

 

Barren Base

http://s11.postimg.org/4yqa4mxo3/Barren_Base.jpg

 

AP: 32,942

 

KE: 2174

CE: 558

TE: 851

 

(Parenthesis are Stats after Missile Sentry Purge)

Booster: 124 (134)

HB: 290 (314)

TP: 766 (797)

ER: 8,043 (8,321)

 

Head: Hd-Y-F08 CE

Core: CA-215 (Ryugen) KE

Arms: Ar-A-A51 TE

Legs: Le2M-D-F02 MWB

 

FCS: Fs-L-M24

Generator: Suzumushi

Booster: BA-309

Recon: Asatori Mdl.3

 

RA: Au-C-H22 3/0/0

LA: Hataukari Mdl.2 3/0/0

SU: Muratori Mdl.2 (ammo)

RB: AM/SEB-149

LB: AM/JAA-245

 

First and only AC that I've ever made or seen on the battlefield that works well within its strategy. This is a remake of my ACV version. Some minor tweaks and attachments but the concept is still all there.

 

Has High KE Defense and enough TE Defense to deflect any PMG that is not AMPed. It sports a PMG and the Tri-Shot Battle Rifle while also wielding a Recon Jammer and a Missile Sentry Pod.

 

Uses the FCS with 100 Range (but allows 4 Sub-Units at once and the Head sports a good Camera which gives me about 150 Range).

 

It acts like a Mobile Base and Artillery AC. If you can get all 4 Turrets down in a good position you can provide the best Support for your Team that you can imagine. Launches 16 Missiles every few Seconds with a 450 Range with decent tracking and impact force (which helps in squeezing in that extra bit of damage if someone has just barely enough Defense to deflect your PMG or Battle Rifle).

 

They also act as a very good distraction in multiple ways:

 

1. People are going to react when they see a ton of missiles coming their way.

 

2. The Recon Jammer can be used to set up ambushes. The Jammer does not cloak your Turrets but you can hide near your Turrets (or in an advantageous location) and when people go for the Turrets sneak up behind them or next to them and do whatever amount of damage you feel comfortable with before retreating and setting up again.

 

3. If you have an ally using Medium Missile Weapon Arms they are less likely to see them firing because the sentry missile have a large glow.

 

In ACV had my whole team run with a build similar to this and it was devastating. Fought a team in a 4v4 on a 0K Territory and at the end of the match the enemy team was like "We WERE fighting on a 0K right? Not a 10K?"

 

CE Damage of all types are going to hurt like hell but thankfully most BRs take time to lock-on but that doesn't usually help much. Has excellent speed and energy recovery when the Missile Sentry Pod is purged allowing for manageable self-reliance.

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Deceptive-Cone

http://s18.postimg.org/5kyq8znzt/The_Deceptive_Cone.jpg

 

AP: 26,659

 

KE: 1377

CE: 687

TE: 367

 

Booster: 174

HB: 407

TP: 738

ER: 7,752

 

Head: Umegae Mdl.1 CE

Core: CB-402 KE

Arms: Kocho Mdl.1 CE

Legs: Sawarabi Mdl.1 (Cornelius Archibald)

 

FCS: FA-108

Generator: Suzimushi Mdl.1

Booster: BA-309

Recon: Asatori Mdl.3

 

RA, RB, LB: Au-R-F19 3/0/0

LA: AM/JAA-245

SU: Muratori Mdl.2

 

One of my favorite builds. Won many matches where I was at a disadvantage. Was in a Battle Royal and got pulled into a 3v1 (their favor and I don't know why they were being asses) and I ended up winning. Scared one of them into the map boundary, killed the second one, and punched two shields off of one AC before hitting him with a Boost Charge and giving me the AP Lead 1 minute before the match ended.

 

Extremely fragile build but Speed and the Recon Jammer it sports act as the Shield for this build.

 

Uses Three 2-Shot Pile Drivers (the ones that do 60K+ Damage) and a Recon Jammer with Dual Mags (raising the Ammo Count to 5 Per Pile Driver which gives me 15 hits and my Recon Jammer goes from 30 Shots to 78).

 

Most deadly thing in a match if the map is extremely close quarters (and still deadly if open) due to the speed, color of the AC, and Recon Jammer.

 

"Color of the AC?" you might ask...

 

Well while in the Recon Jammer's AOE people can NOT see you in Scan Mode. Physically, yes they can, but Recon Units will be useless and even in direct sight they will not begin to scan you and will 9/10 overlook you and the color of the AC helps to blend in with the map. I mean think about it, color that thing Pink and you'll never be invisible. People will have slower reaction times due to the fact that it is dark in color which allows for easier punching.

 

Extremely deadly when in capable hands. Sometimes I'll pull out the extra Pile Driver on my Recon Jammer side to make sure that I kill Tanks in one solid hit, nothing more annoying than just wounding them and they get a lucky and unreasonable "kick" on you.

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The Glint Lantern

http://s7.postimg.org/ca538p4pn/The_Glint_Lantern.jpg

 

AP: 31,238

 

KE: 2088

CE: 438

TE: 912

 

Booster: 127

HB: 297

TP: 788

ER: 6,855

 

Head: HE-119 (Sammy Germain) TE

Core: CA-215 (Ryugen) KE

Arms: Minori Mdl.1 Pulse Cannon WA

Legs: Le2M-D-F24

 

FCS: Fs-L-E28

Generator: Suzumushi Mdl.1

Booster: BA-309

Recon: Asatori Mdl.3

 

One of my more experimental builds. Sports Dual 3,500 Round Gats and the stronger of the two Pulse Cannon Weapon Arms. Good enough in KE and TE to deflect some of the more common attacks. CE is a different story though.

 

Has a 250 Range FCS but the Head raises it to roughly 300 in Range. Good for keeping distance and being annoying with the Gats.

 

Is extremely effective Vs. Tetrapods, Heavy Reverse Joints (without question), and any LW or MW unlucky enough to cross your path with evasion the last thing on their list. Has the ability to reach its target with Full Energy and then attack and then retreat to get ready for another go all while Glide Boosting 100% of the time. The Gats are for dealing with Tanks and HWB although other weapons can still work depending on the player.

 

I would recommend giving it a shot. Gave this build to one of my Squad members and he loves it. One of the best things about this build is that you look good when the WAs are deployed.

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The Meen Lantern (Yes "Meen" was on purpose as a pun for "Green")

http://s29.postimg.org/unvfnus5z/The_Meen_Lantern.jpg

(Parts listed may differ from picture)

 

AP: 26,562

 

KE: 1543

CE: 829

TE: 365

 

Booster: 197

HB: 399

TP: 1,013

ER: 4,676

 

Head: Umegae Mdl.1

Core: CB-209 (Hokaibo) KE

Arms: AC-129 CE

Legs: L05 Fisherman

 

FCS: Fs-L-E28

Generator: Suzumushi Mdl.1

Booster: Bo-C-L13

Recon: Asatori Mdl.3

 

RA: AM/RFA-222

LA: Au-V-G37

SU: Su-G-Q01

RB and LB: AM/LBA-251

(All weapons spec for full power)

 

This picture is of its earlier design but this one still serves a very good (data hacking) purpose to this day. Sports a Rifle that is specced for power but still shoots very quickly and a high ROF Heat Machine Gun as well as a Large Missile. The Weapons in the Pic are Pile Drivers but I change them regularly.

 

Extremely mobile build with an emphasis in damage. The DPS is good with the build and the Large Missile packs a huge punch and the stagger will hold people in place as well as lower their defenses to allow for some effective hits.

 

Extremely effective Vs. All (even more so if some of the damage isn't ineffective) and the Large Missile hurts and tracks like a b**ch! Uses a 250 Range FCS to allow for the fastest Missile Lock (which still takes ages).

 

Only bad thing is that the Large Missile only has 5 Shots so you really need to make them count as for that is your main source of damage for High Defense targets unless if you're using powerful bay weapons (which is difficult since the build is really pushing the weight limit with that Large Missile in the first place). Also for my personal use, the Green Glow of the AC will distract enemies A LOT especially on a dark map. Played against a team and they tried shooting me more than my squad members since I was the only thing they could actually see outside of Scan Mode (they told me this after the match).

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The Rude Lantern

http://s13.postimg.org/4pnz2kz8n/The_Rude_Lantern_2_0.jpg

(There is a PMG in the left arm but it is meant to be the 150 ammo Laser Rifle)

 

 

AP: 38,863

 

KE: 2447

CE: 1126

TE: 922

 

(Second set of numbers are after purging of Snipers once ammo is used up)

Booster: 122 (131)

HB: 285 (306)

TP: 749 (779)

ER: 4,538 (6,074) (Allows for Perma Charge on Laser Rifle)

 

Head: Kagaribi Mdl.1

Core: CA-215 (Ryugen) KE

Arms: Ar-M-W48 (Hokaibo) CE

Legs: Le2M-T-W30

 

FCS: Fs-L-E28 (Will occasionally put on quick lock type FCS for small maps for faster locking with Snipers)

Generator: Suzumushi Mdl.1

Booster: BA-309

Recon: Asatori Mdl.3

 

RA: 3,500 Round Gat (Full Power of course)

LA: AM/LRA-229 (0/3/0) (Rapid Fire for quick Charge Time)

SU: Ammo

Bays: AM/SRB-112

 

Your General Soldier Build. The Snipers are meant to be used first primarily on anything that you feel deserves some fire power put into them. I usually target Heavies since my Laser Rifle will be ineffective vs them. Laser rifle is good for it's super fast max charge time and the Gat is good damage all around and people will find it hard to concentrate on dodging the Laser Rifle with a Gat constantly hitting them.

 

Ammo is mostly for the Snipers bringing them from 8 shots each to 14 (or 16 total to 28 total). Gat doesn't really need it and I believe the Laser Rifle is brought up to 270 so Ammo will not be an issue.

If I am caught in a 1v1 Vs a HWB or Tank I will purge the Laser Rifle and just Gat the person to death so that I will have better energy recovery and have faster mobility. Again, the Gat will have 6,300 rounds so Ammo is not an issue.

 

Defenses are well balanced and deflect all minor attacks such as PMGs and Heat Machine Guns and AS Missiles. Fairly Mobile Build and very flexible.

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The Mellow Lantern

http://s16.postimg.org/6h1ysbvn9/The_Mellow_Lantern.jpg

 

AP: 27,792

 

KE: 1643

CE: 744

TE: 382

 

(Movement performance is after purging of missile sentry, otherwise expect turtle mobility and different stats)

Booster: 141

HB: 330

TP: 1,086

ER: 3,087

 

Head: Umegae (Vlad III) CE

Core: CB-209 KE

Arms: Kocho Mdl.1 CE

Legs: LRLB-111 (Ryugen)

 

FCS: Fs-L-M24

Generator: Makibahira Mdl.3

Booster: BA-309

Recon: Asatori Mdl.3

 

RA: AM/JAA-245

LA: AM/SEB-149

SU: Yakumo Mdl.2

Bays: Hatsukari Mdl.2

 

Fairly simple build but with a twist. Your general Dual AMPed Dual PMG build with a High Capacity Generator... BUT uses a Recon Jammer to allow for less troublesome Regeneration Times (hiding is better than running when regenerating your EN) AND also uses a Missile Sentry Pod. Biggest problem with this build is that it severely puts you overweight at the start of the match until the Missile Sentry Pod is Purged.

 

I only sport the Missiles as a type of support apart from my PMGs. Just put down 4 turrets then purge. Booster Power is only at 20 until purging. I mean I have the Bay Space on my AC, might as well use it right? Uses the 100 Range FCS but the Camera Performance boosts it up to 150+ in range which is fine because I don't plan on wasting shots at 200+ range with PMGs.

 

Shreds ANY AC with low (enough) TE Defense. PMGs deal 1500+ TE Damage per shot. Even Vs. a HWB it can still hurt. Fought a friend who was using a HWB and he started with about 40K+ AP and I got him down to 10K~ AP while I only started with about 26K, I lost of course but the damage that I dealt was greater even with nothing but "ineffective hits" on a target with about 3K in TE defense. The Recon Jammer was super effective in this scenario since it allowed me to charge up my Generator for another barrage.

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Sir Floats-A-Lot

http://s30.postimg.org/6eykdj2xt/Sir_Floats_A_Lot.jpg

 

Will add Parts and Stats Later.

 

Sports the Medium Missile WAs with 4 Max Locks (8 Missiles Max per Volley) and two 3,500 Round Gats. Thing is extremely destructive.

I have two versions of the build. One with High KE and CE for Tansy/Strekoza and one with High TE for them PMGs. Get behind or above anyone weak to the Missiles and they are doomed... unless if they have a CIWS then you'll have problems.

 

Unless you get behind a full team of morons wasting too much time shooting at a UNAC...

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I'm Sirius!

http://s16.postimg.org/x9qu93bd1/I_m_Sirius.jpg

 

Will add Parts and Stats Later.

 

Another General Soldier Build. Dual Tansy Rifles, a PMG, and a Battle Rifle with a CIWS. Mobile and Deadly all around. CE will hurt like hell but PMGs and Rifles can easily be ignored for a short period. I don't really use this build much for World Mode but in FB it is fairly fun to use especially in Battle Royal where it's hard to prepare for everything. Very Solid Build and is VERY GOOD in Story Mode. Used this while being a Mercenary for someone doing story and I didn't have to change my build much if at all.

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Soviet Venide

http://s10.postimg.org/m8n8nahbd/Soviet_Venide.jpg

 

Will add Parts and Stats Later.

 

My third General Soldier Build but a little bit more of a Close Quarters/Special Operations type Soldier. Sports Highest Impact Shotgun with Knuckle Pulse Gun for combat Vs. Tetras, HRJ, MW and LW. Also has a Recon Jammer and a Pile Driver (the one with 60K+ Damage) with Dual Ammo Shoulders. The ammo is needed for just about each weapon. Shotgun and Pulse Gun have fairly low ammo and so does the Pile Driver but the extra ammo fixes this. Also gives me 78 Recon Jammers allowing me to stay invisible throughout 100% of a match.

 

I have used this one in World Mode and it has shown its effectiveness in battle as well as in Free Battle. Shows strong promise.

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This is all I can do for now. Enjoy the sights and have a nice war!

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