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A reilyx

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Bag of Peanuts

Bag of Peanuts (1/11)

  1. Pretty much this. I had one guy try to do it to one of my team's territories... Thank god for shotguns.
  2. Team > Personal Data > Status > Message > [Enter Text] > Done > OK Congrats, you've got a new achievement.
  3. A little update on Tragedy: I'm running it as my full-on main now, with two major differences: The core has changed (almost entirely) to what Genocide suggested, though I couldn't justify making any weapon changes with the ones suggested. The stats on the suggested weapons were all-around lower than those of what I was already using, and I couldn't read to see if they did anything special :T It has two weaponsets though: The one listed above in my first post, and a less-balanced version with two Lotuses and two KO/3K2's. ~ ~ ~ I'm bumping this, though, because I have a question about KE weapons. Do ALL KE weapons get a small stun bonus with impact force/velocity? A few friends and I have noticed how much it sucks to get caught in too much machinegun fire, and that our non-shotgun/pistol KE weapons seem to decrease enemy mobility by a little bit.
  4. I've actually noticed how well Prochnyi handles my overwhelming boost spam, and I'm really enjoying it. I've done several more runs since I posted this yesterday, and it looks like my issues with boosters are all user-error. It handles my level of stupid quite well, so I think I'll be sticking with it until I get ballsy enough to try something silly That, and practice makes perfect! I'm sure that after a few weeks I'll be nice and warmed-up to my maneuvering setup, and it'll come down to how well I use my surroundings as opposed to how well the parts counteract my own inadequacy I'll check out those arms, I'm curious to see how much of an effect that firing stability alone will have. I can't really say for sure if I play hit-and-run or not, though. I THINK I stay in the line of fire, which might not be such a good thing considering the low AP of this build >.< I'll have to work on that. And for Napa, I'm about to buy one for myself right now and test it out! This is like... A bunch of new stuff 0_0 I'll sift through and see about giving it a shot, but this is almost a complete rebuild of what I've been using xD I'm not expecting it to handle the same at all, so I may not like it. If that's the case, I'll just revert back to the one before it
  5. As most of you can probably see, this is my first time posting here. I've done a little lurking to spot what setups seem to be successful (aside from dual gats, I hate that crap). I've been playing around with things since I bought the game a few days ago. I'm finished with the story, a good chunk of the order missions, my team level is 120ish while me and my partner have mild PvP experience. Pardon any minor mistakes in part names, as this is a low-definition T.V., which makes it harder to read. Here's my build thus far: External: Head: UMD-10 Tristan Core: Ostera CR113 Arms: Saone A1/106S Legs: Jorasses LG104 Internal: FCS: KV-1T2/Orkryt (Was previously the Glance, but I figured that the subcomputer would make up for the drop in lock speed.) Generator: KV-303/Prochinyi Booster: Tempate 8749 Armaments: R Arm: Lotus BR429 (Previously a Tournesol RF22 with firing rate upgrade. Swapped for more CE balance) (Battle Rifle) L Arm: Seidenbaum SR13 (Previously a Cycad, swapped out for more overall power and range) (Sniper Rifle) R Bay: KO-3K2 (Shotgun) L Bay: KO-375/Malhaon (Pulse Gun) Shoulders: SBC-9 Tsukuyomi (Subcomputer) Extra: Recoil Resist: 677 Turn Performance: 767 Stability: 997 KE Def: 2500ish CE Def: Can't really tell. Looks to be around 600, but this T.V. sucks with small text and numbers TE Def: As far as I can tell, very very low. Still can't read it. ~ ~ ~ I'd love to get some input on this. I'm new to the game, so I've been doing a LOT of experimenting (I went so far as running dual KO-3K2's for high-level invasion missions. Those things wrecked turrets) but this one seems to suit me better for PvP. I set this up so that I'm a threat at both medium and close range, but I traded a lot of AP for parts that give me a high KE defense and nice turn speed. I'm particularly interested in hearing about boosters and generators. What seems to do me best is low-consumption boosters with high-output generators, but I don't feel like they have enough umph behind them. That said, the stronger boosters feel extremely slow when I'm in a twitch-or-die situation. I've tried high-accel boosters as well... Those are nice, but my EN management is shitty as a pilot, so I constantly find myself low on EN when I'm about to become Swiss cheese. Thoughts? Comments? Improvements? I'm open to anything.
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