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Intalus

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    Dissocation

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Bag of Peanuts

Bag of Peanuts (1/11)

  1. Yeah, it's high risk/high reward. You can't mindlessly fire it off in front of a bunch of ACs and expect it to not get shot out by all the fire, so put some thought and effort into it unlike all the trigger holding + floating/permaglide bs that people do... CIWS can be annoying, so be ready to have other ways to kill ACs. Keep in mind that active range for CIWS is a cone in front of an AC, so you can fire it off either when they have their back turned, or mind read when they're in scan mode. You don't want to experience that. The tryhard teams that consist of only sawarabi snipers and laser quads do that in special sorties.
  2. The only way vertical missiles would out damage the large missile is if you're running them in a dual shoulder setup (assuming they all land 100% of the time), and even then, it's not a massive difference in damage. Vertical missiles aren't that difficult to dodge due to average tracking, and if someone who knows that their AC can't dodge them (slower ACs in general), they will buff them out. The large missile has the best tracking of any missile in the game, has double the explosion radius of all other KE missiles, so even if your opponent runs away and drags it into the terrain, there's a good chance it will still damage them and possibly their team members. Not to mention it's impossible to buff out and it will movement stagger any AC in the game, which can snowball the fight into your favor; do you know what happens to an AC that happens to get hit by a large missile (or two if they're running dual shoulder) along with Podenkas/Strekozas or Karasawas? http://i.imgur.com/EI5jMXy.png Chances are they're going to die unless they manage to get away from the sustained fire, which is kind of hard to do when you're getting movement staggered by the large missiles, and possibly other fire from other ACs. If you're wondering how that AC in the screenshot managed to live that long after being brought down below 10% AP, he was using Sawarabi LRJ legs and focused entirely on dodging for the rest of the time. Regarding the lack of ammo for the large missile: you might run out of ammo somewhat quickly, but being able to deal massive amounts of burst damage should not be underestimated, as it can shift the game in your team's favor. If anything, you can take advantage of an AC that is built around low ammo count weapons.
  3. I'm guessing it's linear, but I didn't bother to test it out because of how unpractical it is. I don't really see a reason to prematurely release a charge for a weapon after 33% unless you're out of energy, and in that case, I would cancel it and wait until I had more energy to charge at full.
  4. Instant charge to 33% of a weapon's charge time = 33% value for stats. I don't see how you couldn't have tested it and figured it out your self as it's pretty simple... Just compare the calculated scan mode damage value of your laser rifle to the actual damage you deal from an instant charge.
  5. If I can solo conquest successfully with a kicking MW or kill several ACs a round with a heat pile tank on INT, then yeah. You can think whatever you want, but unless you have experience of playing this game at a high level, your opinion is next to worthless. I've showed what you've said to a few other AC players who have been playing since ACV and they can't believe the asinine shit you've been spouting. I didn't bother to record my footage of doing solo CQ because I felt that noobstomping on INT really wasn't worth putting up on youtube. Now I actually have a reason to go out and get footage of it.
  6. Your entire argument is based off your experience on a server where more than the majority of the people do not have a proper understanding of the game mechanics. That's exactly like basing the metagame for SC2 from your experience in fucking bronze league. The players using those legs have no fucking idea what they are doing. If you are dying quickly with then you have zero clue on how to play the game. Those legs have a retarded amount of survivability simply because they can break lock just by jumping and cutting their boosters with just about no detriment to their energy, all while having the fastest speed of ANY legs in the game. A skilled player should be able to survive a 3v1 if not 4v1 easily with those. They're used all the time on JP because they're difficult to kill in the hands of a skilled player. The meta has been pretty stagnant for the past few months on JP because it all comes down to several builds being better than the majority. The difference in builds is probably because players got bored of what they used before.
  7. Except well, it is. Sometimes people have snipers and murakumos on the same AC.
  8. The next time I run into your team on INT, I will make it my goal to always use all of the broken shit in the game since you don't have a clue of all the BS that can happen. With none of the reward that it deserves. Why bust your balls off trying to use a manual aim tank against Sawarabi LRJs when you can hold triggers mindlessly and be much more effective. Other than making tier whores butthurt, there isn't much point.
  9. You have no idea what the fuck you're talking about. The reason why people are still playing it on INT is because Bandai Namco actually didn't segregate all of the non JP player bases this time around. It still doesn't compare to the amount of people that played at the launch of ACV. The only reason why the game lost all it's momentum was because of the lack of timely balance patches (shoutouts to Bandai Namco). VD is a lot less active than what ACV was on JP; a lot of the ACV veterans saw through all of the bullshit in VD and quit after the first couple months. The only reason why people are still playing at this point is because there's no other game like it, and despite all it's significant flaws, it's better than 99% of other games out at the moment.
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