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Accursed

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    Eastern US.

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    Accursed_Shade

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    accursedmirage

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  1. Yeaaaah!!!!! : ) ACU is your home comrade. If you need Au for parts, I'll send you 5-10 mil or whatever the amount is.
  2. The only time you can afford to spam any laser rifle (and have a reasonable expectation of hitting) is if you are up-close. Laser rifles only have their true velocity when fully charged, and the key to hitting the target here is actually seeing the "Lock On". Hitting a target moving forward or backward is easy, hitting a target moving to the left, right, up or down can be a bit more tricky (for the FCS). If you are having trouble locking on quickly enough, a subcomputer may be the solution to all your problems. Give it a try and see if it pans out for you, if you feel that the time it takes to get the "Lock On" is too slow.
  3. Yeah, I agree with the above suggestions: You'll get more DPS out of the UCS-17/H than you will the Mysore, and you'll also cover a wider angle. If your intention is close range, the 05/R battle rifle will be a good friend, as it's high rate of fire, good power (can be tuned to around 1950+) and large ammunition stores make it great in CQC range. Further out, the ballistic drop may be more of an issue, but with something fast like a medium biped, it shouldn't be too problematic to close gaps and get back within range of your targets. The TE arms won't do you any real justice on this, unless you're specifically using them just for the auto-attack gun (to have double), but it isn't too necessary. KE Core and Legs will give you high KE resist, you can get some secondary use out of CE arms and head. The ULR-22/R is a solid choice for Laser Rifle, you can afford to spam it up close, and it'll give you plenty of charged shots. However, if it turns out energy management turns out to be an issue, a lightweight rifle, shotgun or handgun can make a good counterpart on that same arm (as a hangar) to give you options. Also, I'd honestly keep the Glance; while Otkryt is a good FCS, you aren't using any missiles, and that's the one thing it's truly optimized for -- it offers slightly more range, but the range profile on your weapons really fits within Glance, and you'll enjoy the quicker "Lock-On" times for your weapons as well.
  4. Yeah, I'm really not sure why they can't seem to get things right in regard to the reset or server matchmaking or patches or anything else for that matter. Nevertheless, when things aren't going well in the game we like, its up to us to try and figure out some makeshift fixes and make the best of it. Nomrah and I were (as he said) doing some team (5v5 and 4v4) free battles the other day, it was quick and easy to get a match, and had a lot of fun with it. I'd still prefer to have territory battles, and conquests haven't worked at all since literally the first three days of the game, but if it boils down to having to do some free battles with 5v5's just to get what we're looking for out of the game, then so be it!
  5. I'm always happy to render aid in testing new designs! That being said, I must admit I was quite surprised from the results of the MW kneeler tests tonight. I honestly wasn't expecting much out of it, regardless of who used it, and instead I found it to be pretty useful. I think it'd shine the most in a team scenario, but there are so many designs and styles for which that statement can be used. Nevertheless, it was really the flash rockets that made that particular design so potent. In terms of the testing for possible effect -vs- teammates, I'm inclined to say it like this: We should probably test it to find out for certain, and it should be a very quick test, we'll just need myself, you, and one other teammate. However I'm inclined to automatically think yes - the flash rockets can and would disable a friendly FCS just like an enemy one. Jammers don't differentiate between friend and foe, friendly-fire is on for all weapons in this game, so I'm banking that you could also accidentally hit an ally with FCS. That being said, just like with jammers, I'd be careful about use, or atleast let the teammates know what you're attempting so they don't go melee range on someone you're trying to flash-rocket for FCS disruption. Anyway, great matches and good times as always!
  6. I don't really believe there is any perfect solution or perfect system for this, but there were a few legitimate concerns or difficulties that pushed things into the current direction. Originally there was one team, the core team, which didn't take very long at all to fill to capacity. The game was completely fresh, completely new, everyone was excited. More people came - this is fine, this is good even, it led to the creation of a Wing team, and a second Wing team (oh look, we're forming an aircraft or something). However, part of the problem from my perspective seems to be not necessarily that there's a disconnect between timezones, but that's there's a disconnect between intents. What I mean is... Look at what happened when we were broken down into three separate teams, with all teams having an equal amount of people. Attempts were made to match timezones, to match skill levels, to match all sorts of other criteria, but when over half the people on those teams do not interact with other players in any meaningful way (mock battles to practice skills, coordinate efforts, learn/develop tactics; territory matches/conquest matches to actually get our emblem on the world map; sharing insights about the game and play-styles, etc), the problem you end up with is that the teams are hollow and friends are more or less broken up. Decrease in morale for the intended effect of producing multiple balanced, functioning teams. What did this lead to? All the players who wanted to play together ended up switching to the core team, as it ended up having the most activity. The activity on the three individual teams went to a practical crawl. Despite saying that the teams weren't inactive, the truth is, you now had only 1-2 players on at any given time (tops) for any segment of time. That isn't an active team, that's a shell of a team incapable of achieving its goals of getting on the map. I don't know about any of you, but the idea of attempting to launch a territory invasion with only yourself (solo) or that one other guy who's online (who may not even have a microphone or have any desire to participate in pvp anyway) seems like a fairly empty prospect, and getting some PvP going is already difficult enough; much less stacking it with the added difficulties of people who don't have any desire to talk, pvp, mock battle together/practice, etc. Don't get me wrong, this is not an attack against the casual player, it's more of attempting to pinpoint the flaws of the former structure. The ACU community is open to everyone, it's very inviting in that regard, but as I mentioned before some of the "balancing" of the teams ended up making them hollow in terms of ability to wage meaningful pvp or get ourselves on the world map, and players were disgruntled and switched to other teams so they could play with their friends. This leads me to my next concern: If players are constantly switching just to play with the friends/people they want to play with, there isn't really any point to having them "officially" on a different team. If every day I have to switch or some other person has to switch (and I was actually one of the [last] to switch back to core, after getting frustrated that I was the only guy online on my wing), nobody is really staying 'true' to their assigned group (core, wings, etc). Pairing those with no interest in the pvp aspect of the game or creating teams where people have wildly different timezones produces those hollow teams; they're ineffective as a whole. And in terms of the players who are interested in PvP (myself definitely among them), I can try and 'organize' things all day or all night long. If I form a free lobby, a mock battle lobby, or a territory/conquest invasion lobby and politely ask anyone to join it, and most of my team consists of people who only wish to play story or order missions, I'd be sitting there twiddling my thumbs for a very, very long time, as those requests tend to get ignored. I'd wager other people have run into the same problem in the past. Now, I know some people were excited at the prospect of the ACU emblem being plastered all across the world map, but with the former teams/team structures, I'd honestly say it simply is not and was not possible (if it was, people wouldn't have switched due to their perceptions of inactivity in their assigned wings -- I think really nobody was happy at this change). But really, I'd say probably half the people across all 3 teams do not seem particularly interested in PvP in any way shape or form, and do not ever join when things are called up (mock battles, territory invasions, territory defense, etc). So in terms of this idea that the teams can be all balanced in terms of breaking up the skilled players (decreased effectiveness), matching the timezones (adding complexity, worked horribly so far), all of them having an equal number of people (hollowing out teams to artificially make them 'equal'), so on so forth, I just don't think it works. There should be teams dedicated to PvP, and teams dedicated to non-PvP (or atleast not having that as the focus). Yeah, that means we're probably not going to own six out of the eight world territories, and I hate to say it so callously, but perhaps our ambitions should be more realistic and more sensible in scale (considering the current set of difficulties present).
  7. accursed also wants to use railcannons, railkannens!!!
  8. I want to have an AC race around the train track on Executive Sector!!!!
  9. Has anyone else seen this golden glow effect in the Abandoned Facility portion of the map? What does it mean/why is it happening? Theories or facts welcome!
  10. Accursed

    Viohelt

    : ) I'd say it is finalized. Good job bud.
  11. Hey Densuo, you aren't awesome, but you've got our backs! (I lawl'd when I saw that. but you're awesome to fly with).
  12. Normally my responses to AC design posts are lengthy, but on this instance I'll just say... I have one fairly similar to this, and, pcannon tank owns, that is all.
  13. Accursed

    Opal

    Hey, I'm glad if I was able to help. I've been spending mancave amounts of time playing this game (practically non-stop), and it's a waste if I don't try and offer whatever findings I discover. I'm still learning the mechanics and trying out different playstyles and whatnot each day. Never ending process! Anyway, on a more technical note: The damage on this particular AC, while being a Lightweight, is not really lightweight at all - it punches well above its weightclass and I'd honestly consider using it in pvp after having had a little bit more time using LW RJs. In terms of the reason for the Surt change, it was to allow for better recons (mostly) and a few other stats. Between most of the KE cores, short of Jotun, you can practically use anything and it's more of a style choice; in other words, since the defense between said KE cores is usually so minimal (or the losses between using one over another are minimal), it doesn't hurt if you shave off 50 KE here, 25 KE there. Large gains in the hundreds make differences, but I don't sweat it too much. I'm not in the game at the moment so I can't be entirely certain, but even if you wanted to go slightly overweight by having UCR-10/A with the other changes I suggested, you should still be fine. Most of my suggestions were aimed at increasing its potency and effectiveness as a support AC in teamplay. For 1v1 on freeplay, stick with your's and about the only thing I'd change then is the boosters. The recons/boosters were the most significant changes. Happy hunting!
  14. Nob's heat howitzer theory works very well (as he's already proven); it's probably safer than the pilebunkers, I just suggested pilebunkers incase you wanted to stick with melee instead of switching to a ranged weapon. Lightweight and midweight ACs benefit from melee weapons, as their kicks aren't particularly impressive (lightweight kicks are really weak compared to all others imo). If all else fails though, atleast your kicks shouldn't be too drainy. And heat howitzers are fun.
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