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Best Beginner AC? + Tutorial


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#1 Sash

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Posted 07 January 2016 - 01:43 PM

Makin' a video about this for the clickbait to better the community for the lolz.

 

I wanted to see if I could get a couple second opinions on it. I figure the easiest damn thing out there to pilot would be something with infinite glide boost (permaglide to you PS3 folks if you prefer that). First contender is a Cookie Cutter midweight design spamming Battle Rifles and probably Pulse Guns on the back with some CIWS or something else in the shoulder depending.

 

Basically I would like to hear folks pitch in about what their experiences were like when they were getting into the game and what sort of advice they'd have appreciated back then as well as what gave em the most benefit.

 

Now, this ain't gonna be a complete guide or anything. I figure there aren't any real respectable guides for new players out there on how to sort out making your ACs, and so for all those folks, few in number they may be, I'd like to shell out a good little tutorial package that's gonna intend to accomplish these goals:

 

- This tutorial will be intended for players that are less experienced with the game, or are struggling with creating an AC for story use and multiplayer. In this video, I'll build an AC from the starting junk build (which is to say nothing or scratch) to a fully functional story and (limited) PvP build without clearing more than rank C or B for parts or using any advanced tactics (dedicated melee, sniping, howies). The methods I show in the video will allow you to get a basic understanding of how to create an AC in the future as well as how to get an AC together quickly within a short while of playing the game and setting the viewer up with a strong AC that will serve as a platform for completing the story and an introduction to multiplayer gameplay. 
 
- Most important here is gonna be the knowledge of how to build rather than what to build, which I believe will better serve newer players.
 
- Disclaimer: There will obviously be more efficient ways to create an AC than those demonstrated in this video. The tactics and builds in this video will be designed to be very simple and easy to follow, while still being effective and reliable. 
 
 
 
That said, I want to provide a kind of middleweight biped platform of sorts, with general-use parts, decent defenses, and I'd like to impart a kind of modular design philosophy to it - so say if someone doesn't want to run one weapon, they'll be able to swap out to another which will not impact the versatility of the AC in a negative way.
 
Overall, versatility and flexibility in the build will be a requirement. 
 
Some people I've seen run the game back in V went with a high-cap midweight (ULG-21) with one of each damage type weapon, assorted missiles, and a melee weapon. I'd like to adhere to that three-weapon-combo formula if I can, because it is simple, effective, and I think it will reinforce good habits. Melee can be changed for a shield, in this game, of course. Ideally I'd want this build to be suited for players who might have struggled against the Zodiacs, for example.
 
Back to that story clear MW, I think I saw it running something like...
 
 
Gat or Rifle // A BR
Heat Pile or Laser Blade // A PMG, Laser, or Plasma Gun
+ CE Rockets
 
For things like story, a Gat // Rifle pairing would ease clear times and leave less of a hassle when it comes to ammo management. Rockets take down tough enemies that don't move much, the BR lets you handle CE-weak enemies, and the TE weapon serves as additional coverage. 
 
In V, this would look like Lamp // UBR + HEAT Rockets + 18-shot Pile // Plasma Gun, and I dare you to find a mission that you would struggle to complete with that kind of loadout.
 
VD's a little different, but I'm sure that with a bit of elbow grease there won't be any issues. I'll be replaying the story from the ground up and doing my own tests to see this little project through. Who knows, it might just work out.
 
Now, the next order of business is translating the story build to PvP. Dual Battle Rifle Middleweight Biped + Pulse Guns and CIWS is pretty effective, is it not? I'd like our viewer to have no trouble transitioning into that when they are comfortable, so perhaps another video about transitioning to the PvP scene would be helpful too later on.
 
 
Anyhow, this can be a great group project if anyone is interested in lending a hand, but knowledge is also appreciated. Thank you all in advance, I hope to prepare the ultimate introductory (or refresher) course to ACVD just for folks who might stumble across it. If all goes well, I will also try and route a speedrun for VD afterwards, as a lot of the data will carry over.
 
Again, you have my thanks for helping contribute to this project if you wish to do so. I'll update this thread as I make any breakthroughs so none of that old shit where I start a huge project and then never complete it like I usually do. New years resolution lol. 
 
 
 
 
 
First competitive-ish AC found:
 
Spoiler
 
Next I think I'll see if I can throw together a Heavyweight, although this Mid is about as good as you're gonna get I think.
 
 
 
VIDS:
 
 
 
 
 
 

To-do-list:

 

Compose an early CC-ish HBP

Compose an early CC-ish Quad (I don't think this one is possible - I started with both the 4-shot and the 40-shot but that's probably DLC. I know you get HSMs early but the Sawas are the crux of most quad builds. This may be delayed until later, when players are moving from story to PvP.

 

Organize layout of written guide.

 

Organize layout of video tutorial(s?).

 

Compile resources for new players.

 

Figure out how many tutorials there will need to be...


you fucking tryhard

 Rix-Today at 9:17 PM

I banned someone because they posted porn in a porn topic

 

AvalonFive-Today at 9:25 PM
I like being both top and bottom so the middle sounds nice
 
Kappa

 


#2 Black Crow

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Posted 07 January 2016 - 10:32 PM

I might've misunderstood something here, but let me try.

 

What kinda advice would I have appreciated as a beginner? I can't say. I wasn't really given any. I learned just by watching videos, experimenting, getting beaten by more experienced players. Sometimes, I'd try something I'd seen (Popshotting for example) and think what makes it good and bad. That's pretty much all there is to it.

 

Only recently did I start learning meta team composition, team-play, and opened my mind up for better, more obvious options the game offers.

 

However, I did get two of my friends to start playing VD. Basically, they'd ask me something and I'd just tell about it. What should a sniper use, etc. Sometimes, I would look at their builds, ask them their internals and tell them the pros and cons to help them become more aware of such.

 

Anyway. A reliable build for story mode? I dunno. Autocannon tank with VTFs doesn't qualify? Then, VTFs, PMGs and CEMGs? That could cheese most stuff. Or just use shotguns and pulse guns. Can't go wrong.

 

Safe builds for PvP? The first two things that come to mind are the Aoi frame HBP and Sawa quad. Especially the sawa quad. High-speeds + sawas can deal so much against non-KE stacked builds. Now, this is running on the assumption we're not talking about JP, because on the INT, few people seem to ever touch pulse guns and use them to effect. PGs wreck quads.

 

Hell, basically any meta build for PvP would be safe, imo.

 

Now, I dunno if this was of help. But. Maybe it'd at least got you ideas, maybe.


'CAW, CAW, CAW'


#3 rogan

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Posted 08 January 2016 - 09:31 AM

I breifly skimmed, but I will read more carefully later, there was one statement I wanted to bring attention to:

"Most important here is gonna be the knowledge of how to build rather than what to build"

Rather than starting with a straight build, assume that all players start with one of the junk builds unless they converted data. So focus on important defense number for each type of build to hit and strong weapon pairings. Such as how mids often have KE/TE frames to stop HSM and PGs and what numbers they hit to block those weapons. ​


Anything can be solved with the proper application of explosives

#4 DominantLegend

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Posted 08 January 2016 - 05:15 PM

I think it would be easier to teach people how to scan and read the enemy, and then build accordingly, rather than try to maintain a single build. They should know that if they scan someone with low TE, to equip or switch to TE weapons. If they scan a reverse joint, they should know to abuse it's low turning and flank it. 

 

I wouldn't even give them defense benchmarks (which have little impact on story mode), but just have them form their own benchmarks after scanning enough enemies. Then they'll have enough understanding to start asking veterans how to make PvP builds.



#5 Sash

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Posted 08 January 2016 - 08:44 PM

@Crow

 

Good input, I'll consider your points in additional videos more than likely.

 

 

"Most important here is gonna be the knowledge of how to build rather than what to build"

Rather than starting with a straight build, assume that all players start with one of the junk builds unless they converted data. So focus on important defense number for each type of build to hit and strong weapon pairings. Such as how mids often have KE/TE frames to stop HSM and PGs and what numbers they hit to block those weapons. ​

 

Just so. For those that want to pursue the Midweight line, I will provide guidance for pursuing that type of AC in PvP, but more importantly, how to keep moving through story with that kind of build.

 

Breakpoints I'll stress in Multiplayer encounters. For story mode, I will emphasize fast-scanning parts and probably glide boost to reinforce good habits for mobility and scouting. As for how to build, story mode will be a more guided tour so as to ensure that new players don't develop bad habits. Defenses are gonna be stressed for any hard parts, but I'd like to see every player beat missions by using their mobility instead of stacking defenses, because we know there's no way to buff everything, and that's not going to work well in PvP later on.

 

I've completed up until 6-1 iirc with a pretty basic midweight following some simple combos that I threw together.

 

Basically, this is part tutorial, part walkthrough, and part introductory guide. Melee is hilariously effective in the story, even with just a weak pile or laser blade, and I think that's gonna be pretty handy folks to learn how to do because 1) it's fun and 2) knowing melee means you'll better understand how it works and hopefully how to not get destroyed by it. Familiarity with different weapons is another thing I'd like to stress in this project.

 

We'll tackle it one thing at a time.

 

I think it would be easier to teach people how to scan and read the enemy, and then build accordingly, rather than try to maintain a single build. They should know that if they scan someone with low TE, to equip or switch to TE weapons. If they scan a reverse joint, they should know to abuse it's low turning and flank it. 

 

I wouldn't even give them defense benchmarks (which have little impact on story mode), but just have them form their own benchmarks after scanning enough enemies. Then they'll have enough understanding to start asking veterans how to make PvP builds.

 

Faster scan time heads are going to be recommended on most of the builds I shell out for this. New players I've seen do not utilize scan mode much if at all and it is absolutely critical to have impeccable control over scan mode and all of its features as we all know. You make a good point with learning how to counter build to suit the missions. I'm somewhat against this as it does not enforce good habits in multiplayer scenarios (I'd rather not see tanks with 800 KE and 5k TE defense). Of course, I could be wrong about that. If anything I'd like to have equal parts breakpoint rundown and how to gather and analyze defense data that a player gets in the field. All too often I find new players running all KE or TE weaponry, and at a minimum I'd like people to understand weapon combos and coverage options a bit better.

 

Judging a build by its defenses is another important thing. Thanks for bringing that up.

 

Defense benchmarks ironically do have a pretty important role to play in story mode. Otherwise trivial enemies will 100-0 newbies (I've seen this happen it is at once horrifying and hilarious and depressing and takes away all my faith in humanity). It is indeed important for the players to gather their own data and come to create their own benchmarks, but I figure a little hand-holding won't hurt in this case. Again, the last thing I want to see is players stacking defenses with wanton abandon and getting stupidly skewed defense spreads.

 

I also don't mean to be a douche here, but one purpose of this project is going to be cutting out the whole "asking veterans" portion of the learning project. I notice that most players don't do this and prefer learning on their own time, or otherwise just want to be given a proper AC. In order to try and remedy this issue, I want to provide simple informational guides that will allow players to easily digest information regarding how to make their own ACs, beat story missions, and enter the fray in multiplayer as prepared as they can be.

 

Note, asking veterans is likely what we all have done to get here, but notice that we are among the only ones left playing this game at the moment - i take this to suggest that we are in the minority when it comes to players out there. I'd like to develop an interest in newer players in the game by getting them easy information that will hopefully let them have more fun and develop the desire to learn more about the game and hopefully when they are ready they will get to asking other community members and seeking out mentors and veterans. I find that players don't do this because all we do is murder them in seven seconds or less and regardless of how much we might have to teach them they are not interested in sticking around if the future holds more seven-second-shutdowns.

 

 

Thank you guys for your help. This may take me a while to get working on again with school and work around the corner once again but I'm gonna try and get this project done. Even if it helps just a handful of people, I think it's worth it, and I appreciate any additional input that might improve the quality of the guide.

 

 

 

 

To-do-list:

 

Compose an early CC-ish HBP

Compose an early CC-ish Quad (I don't think this one is possible - I started with both the 4-shot and the 40-shot but that's probably DLC. I know you get HSMs early but the Sawas are the crux of most quad builds. This may be delayed until later, when players are moving from story to PvP.

 

Organize layout of written guide.

 

Organize layout of video tutorial(s?).

 

Compile resources for new players.

 

Figure out how many tutorials there will need to be...


you fucking tryhard

 Rix-Today at 9:17 PM

I banned someone because they posted porn in a porn topic

 

AvalonFive-Today at 9:25 PM
I like being both top and bottom so the middle sounds nice
 
Kappa

 


#6 Nescient

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Posted 15 January 2016 - 04:42 PM

douche


Close the door, put out the light.


#7 Sash

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Posted 03 February 2016 - 12:52 PM

Updated OP with vids. Next up will be a quick talk about scan mode, and a quick talk about defenses with some more depth to it.


you fucking tryhard

 Rix-Today at 9:17 PM

I banned someone because they posted porn in a porn topic

 

AvalonFive-Today at 9:25 PM
I like being both top and bottom so the middle sounds nice
 
Kappa

 





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