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Zaarock

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    Zaarock

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Bag of Peanuts

Bag of Peanuts (1/11)

  1. Pulse guns(TE shotguns) and laser rifles(especially karasawa as a throwaway weapon) with EN amplifier are pretty effective on 1.01 already I'd say. Largely because almost no-one wants to use TE arms or core because 80% of people don't use TE weapons and the arms have bad stability.
  2. Zaarock

    Inhert

    Just realized I can put a karasawa on the left arm to make the build even better, slow fire rate because of the ridiculous recoil though. Purge when you need mobility (it does consume 1,000 energy constantly) and it'll be the exact same build. The karasawa also further benefits from Glance FCS and high energy output(can move around while charging easily). Sentry guns are a nice throwaway weapon too, I made a variant with the second missile launcher sentry but had to switch the head to Arthur and recon unit to Mentor IV which makes it a bit weaker in the purposed short range. The handgun was almost completely useless in team vs team so I removed it from all variants. I think the build is excellent for flanking while your enemies are distracted by teammates because of the massive DPS and high mobility. Now to see how it works with the kara in practice.. Tanks are a big problem for this build because of being centered on CQC and TE damage, but this shouldn't be a big deal in coordinated team battles.
  3. It's far worse on the PAL servers right now from what I've seen, hell IMO it would be better if conquest mode was disabled right now so people would play free battles and have actual matches. I hope they merge the US and PAL servers, that should fix the low player count problem outside japan (if lag is an issue people can always have the more serious matches in free battle)
  4. People seem to be more eager to recruit me as a mercenary when I have a LW with only murakumos as the selected AC and ??? in the description Fun to mess around every once in a while. I've failed a couple times using it but my rank didn't go down from S, I guess its far harder to drop if you're high on the merc leaderboard (was #7 on PAL server)
  5. The huge amounts of people using USG-23/Hs in 1.01 seem to disagree
  6. Zaarock

    Inhert

    Actually I think Prochnyi is almost always the best one for light bipedals, just need to make sure you have 3,300 or more energy output. I think it has to do with how the energy gauge fills faster the closer it is to full. Just test them out and you'll see I think. It'll be even better with the patch that buffs the output. edit: no way I could use the pulse gun effectively with a Ho Vital anyway Yeah.. I think it's just a bit too hard to do hit and runs without taking any damage with the cqc weapons this build uses (pretty much impossible vs gatling guns). Not that you can't make a close range LW work well, but I do better with a dual shotguns LW build than this. As such, turned the build into a midweight and added the amplifier back, performs much better for me and more practical outside dueling: Inhert M Hi Mbl Close Range Medium Bipedal HEAD UHD-13 Galahad CORE KT-304/Xiezhi ARMS EMS AM28-2S LEGS ULG-21 FCS UFC-11 Glance (chosen over yasakani to save energy + add computation) GENERATOR KV-3D3/Prochnyi BOOSTER BT-21 Shinatsu RECON UNIT URD-36/ER (350 range tracking) R ARM UNIT Zinnia SG54 (shotgun/power) L ARM UNIT KO-3T5/Mahaon (pulse gun/power) SHOULDER UNIT UEA-4 Izanami (EN amplifier) R BAY UNIT Sophora BHG16-2 (Handgun 3R burst/power) ^ to stun enemies before firing Mahaon once Zinnia has ran out of ammo, will be better after patches @wktk yeah, it was mostly to get in and out of that range for hit and running (again, USGs etc) and it seemed like the most practical choice for the weight left, though I didn't want to use flash rockets anyway.
  7. Zaarock

    Inhert

    Mobility Spec Close Range Light Bipedal HEAD UHD-13 Galahad CORE KT-304/Xiezhi ARMS EMS AM28-2S LEGS ULG-10/L FCS FS-09 Yasakani GENERATOR KV-3D3/Prochnyi BOOSTER BT-21 Shinatsu RECON UNIT URD-36/ER (450 range tracking) R ARM UNIT KO-3K/Noctuidae (shotgun/power) L ARM UNIT KO-3T5/Mahaon (pulse gun/power) SHOULDER UNIT Arroz OPC100 (optical chaff) This is for dueling, I guess it might work in team games but the ammo capacity is bad, so would need extra magazine. Recon unit is great for the team though. I started designing this with an EN amplifier for the pulse gun at first and went with it for a long while, but it's not worth the weight on a lightweight. Without it I could put some of the best armor you can put on a lightweight bipedal (this is for CQC after all) and worry less about energy consumption while fighting. Mahaon is used because it has the longest shot range and by far the least spread. Galahad head is to save on EN consumption and because of slow lock-on the Noctuidae works better than the double-barrel shotguns I think. KE defence is pretty low but without the CE core I can't find a way to have decent CE defense either. I think close range mechs are pretty vulnerable to battle rifle fire, so I put it there. TE defense is very low but most thermal weapons are easier to dodge than others. Would love to hear any suggestions, this one still doesn't seem to work very effectively for me. Even though shotguns and pulse guns are apparently overpowered in 1.01 I'm having a hard time making this build work against most people using HW reverse joints with USGs and Strekozas even with the TE damage.
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