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Tsuchigumo

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    Tsuchigumo550

Tsuchigumo's Achievements

Bag of Peanuts

Bag of Peanuts (1/11)

  1. I'm in the LIVE group, and I hope taking 13 is acceptable. I'm the guy with 13 as an emblem. When are you guys on? I'd like to play ACV proper and have a functional team for once.
  2. I'd like to see this come off the ground. Personally, while I am a COD player, I've never cared for the metagame that everyone else screams about (I bought it to play with my friends.) I've never seen the corruption first hand, but I've never had a big role anywhere in the first place. Right now I'm in what looks like a defunct team, because no one's on despite being based in my state. Furthermore I've been noticing a LOT of defunct teams. I'd like to join an active one, and get to know people here and have matches with them. Honestly, I think if we run the numerical value list, we need to start with a "empty banlist" and start adding from there. Stuff we know is OP starts high, stuff we know is crap starts low, then we tweak it. My LIVE name is Tsuchigumo550, hit me up for a match whenever, but it'll have to be 1v1. I don't exactly have teammates.
  3. I was playing around with some parts yesterday and I came across a pretty versatile build- it has it's problems, but it should be able to overcome them so long as your energy dosen't hit rock bottom mid-escape. Anyway, here they are. Weapons are ever-changing on this build. SAMURAI: UHD-22 Lancelot Wodan CR110 KT-453/Narva ULG-10/A Denali UFC-11 Glance KV-3D3/Prochynl KT-2R3/Dafeng SCT-16/ER KO-2K2/Shershen (Power) Berufkraut SG54 (Rapid Fire) CIWS-10 Haora -- Lapsane LR220 (Rapid Fire) Fave EG13-2 (Power) ------ This is the Samurai. It has a few glaring problems, like it's horrendous defense against CE attacks (I'm not sure it's any better against TE, but CE is noticeably bad) and tendency to run out of energy using the Pulse Machinegun (Fave) while evading attacks. It's pros are that this is a fast AC with high KE defense (Autocannons aren't as bad, for sure.) capable of staying mobile and using energy weapons without completely draining the generator, as long as you don't spray forever. The CIWS is there to help against CE missiles- they can and will ruin your day. This is one of my first builds that isn't based mainly off of the small amount of stats seen in the first view in the garage. Now then, I couldn't make something and not improve it. I present the Nightmare, a close relative with somewhat better CE defense: Siegfried HD33 Ostara CR113 KT-453-2/Narva 2 ULG-10/A Denali UFC-11 Glance KV-303/Prochnyl UBT-2/H SCT-16/ER UBR-05/R (Power) UEM-45/E Davis (Power) UFR-23/R --- URF-15 Jesup (Rapid Fire) KO-3K2 (Rapid Fire) The Nightmare was aimed to fix the problems of it's predecessor, the Samurai. With higher CE defense and even greater stability, the Nightmare retains the versatility of the original while gaining more defense for longer firefights. Again, however, the pulse machinegun cannot be used as a main weapon- yoiur generator will need cooldown time at one point or another. What really names this mech is it's color scheme: Main: 40/40/40 Sub1: 80/80/80 Sub2: 255/0/0 Glow: 255/255/255 The weapons on both ACs change dramatically for any given mission, but the other parts generally remain the same. The exceptions are if one brings a "ready-position" gun, the FCS will probably change to a long-range type.
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