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Shinycores, MK3! (The Post-patch edition!)


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#1 Not-Hunter

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Posted 16 January 2014 - 09:33 PM

EDIT: If you're reading this for the first time in a while, skip to the last page and work backward, you'll save yourself some time.

AC#1: Firefang [V3]
note: new version viewtopic.php?f=9&t=875&start=30#p15874

FRAME:
HEAD: UMEGAE mdl.1 (Beowulf HD109)
CORE: CC-121 [Alberto Gunther] (Ares CR211)
ARMS: AR-M-W22/L (Isari/Ilmenau)
LEGS: Le2M-D-F24 [Linne] (ULG-20 Shasta) (Biped-M)

INTERNALS:
FCS: FA-303 (FCS-09 Yasakani) (Quick Lock)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: Bo-C-L13 (KT-5R2/Burya) (High power)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: Au-C-B19 (Battle rifle) (KO-2H6/Strekoza) [3/0/0]
L ARM: Au-C-B19 [3/0/0]
SHOULDER: MONONOFU mdl.2 (Dhanbad) (Subcomputer)
R BAY: AM/RFA-222 (Rifle) (URF-15/A Jesup) [3/0/0]
L BAY: AM/RFA-222 [3/0/0]

Specs:
AP: 30,335
KE: 1,603
CE: 1,242
TE: 380
Boost: 175
HB: 354
RR: 1,085
Turning: 873
EN recovery: 2,344 [6,275 in scan mode]

+Better lock times than before
+Blocks HMGs and some weak CE missiles
+Wrecks shit when playing aggressively
+Insanely fast
-No TE damage
-TE weak, very much so
-Can potentially be cornered by say.. An aggressive quad or HRJ.
-Sensitive to high-impact weapons

AC#2: Felippe [V3]
Note: newer version here viewtopic.php?f=9&t=875&p=17735#p17735

FRAME:
HEAD: HF-227
CORE: CA-215 (UCR-10/A)
ARMS: AC-202L (Svir)
LEGS: L20 Foal (Tetrapod)

INTERNALS:
FCS: USUGUMO mdl.2 (Seher) (Long Range)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: Bo-C-L13 (KT-5R2/Burya) (High power)
RECON: RA-209 (Sticky)

WEAPONS:
R ARM: ISONOKAMI mdl.2 [YAKUMO mdl.2] (Sniper Cannon) (Ersben SC62) [1/0/2]
L ARM: AMAGOROMO mdl.1 (TE Shield)
SHOULDER: SU11 Jailer (Stealth Missile)
R BAY: Au-B-A17 (Rifle) (Tansy RF12) [3/0/0]
L BAY: AU11 Kinfolk [3/0/0]

Specs:
AP: 36,119
KE: 1,741
CE: 2,714
TE: 398
Boost: 143
HB: 291
RR: 1,654
Turning: 628
EN recovery: 2,612 [7,192 in scan mode]

+HOLY TURNING BUFF, BATMAN!
+Reload speed is quite good too.
+Pretty decent at moving as well
+Long-range stunlock of anything that doesn't spam HB to dodge.
+Rifles effective against most targets.
+Jailers stagger enemy ACs for bonus damage (Could use other missiles, too)
+Can keep firing even at a target trying to use a rushdown tactic.
-Low ammo capacity for weapons
-Doesn't really scare MBPs away
-Needs favorable terrain
-No high power weapons outside of SC

(Continued on next post)

"Everyone wants furry sex if it's with glaceon"

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#2 Not-Hunter

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Posted 16 January 2014 - 09:33 PM

AC#3: Steel [V2]
FRAME:
HEAD: HC-129 [Betsy Ross] (Siegfried HD33)
CORE: CB-209 [Hokaibo] (Jotun)
ARMS: Wa-V-P08 (HEAT Cannon WA) [1/0/2]
LEGS: LTA-122 (Tank) (Baikal)

INTERNALS:
FCS: Fs-L-E28 (Otkryt) (Wide Angle)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: N/A
RECON: ASATORI mdl.3

WEAPONS:
R ARM: AM/ACA-218 (Autocannon) (Calebasse) [1/0/2]
L ARM: Au-P-R55 (Pulse Cannon) () [0/3/0]
WEAPON ARM: Wa-V-P08 (HEAT Cannon) [1/0/2]

Specs:
AP: 44,078
KE: 1,886
CE: 1,583
TE: 3,089
Boost: 78
HB: 224
RR: 1,328
Turning: 529
EN recovery: 6,889 [11,027 in scan mode]

+A PC tank that can take out other tanks
-In the right scenarios, when it's raining, at 2PM, on a tuesday.
+Can utterly wreck a variety of medium to low mobility builds.
-Short range of weaponry
+Can chase pretty well
-Can't chase too far at once
-Loses to anything that uses range or cover well
+Can cause massive damage during a surprise attack, and can wreck light ACs that it traps
-Can be trapped by ranged HBPs or very defensive quads.
-Somewhat low ammo on PC

I'll fiddle around with my ACs some more, and try to have another three ready by tomorrow.

"Everyone wants furry sex if it's with glaceon"

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#3 Sash

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Posted 17 January 2014 - 04:54 PM

AC#1: Firefang [V3]
+Wrecks shit when playing aggressively
+Insanely fast
-No TE damage


Yes! YES! N-no...

Fix the TE damage thing. Aggressive, fast builds are amazing and help you learn the game inside and out. Get some TE gear on there and say no to Fortress Quad // HRJ walls!

Seriously though, this kind of build was one of my favorites in the last days of ACV. I think you could toss a Napa or something on here to deal with TE weak enemies. Honestly, you have EVERYTHING you need on that AC.

Lay off the Dual // Dual setup and you could go far...~

(Because Yasakani is amazing and Shasta are the greatest hipster legs ever (well, maybe the cult of tolima beats it out.)

Anyways I would recommend that your Firefang run something like;

Tansy // Strekoza
(Anything) // Napa

RPS coverage at its greatest. Add a USG behind the Tansy for that lovely Strek+Shotty coverage versus tanks, not to mention USG // Napa destroys mids in CQB.


Good luck with your builds, you're getting much better at design!

you fucking tryhard

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#4 Not-Hunter

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Posted 17 January 2014 - 05:09 PM

AC#1: Firefang [V3]
+Wrecks shit when playing aggressively
+Insanely fast
-No TE damage


Yes! YES! N-no...

Fix the TE damage thing. Aggressive, fast builds are amazing and help you learn the game inside and out. Get some TE gear on there and say no to Fortress Quad // HRJ walls!

Anyways I would recommend that your Firefang run something like;

Tansy // Strekoza
(Anything) // Napa

Good luck with your builds, you're getting much better at design!


Ya know.. To be completely honest, my brain never even registered that lack of TE output was a thing that could be fixed.

EDIT: On a side note, I didn't know what a Napa was until I looked it up on an older V assembly version, and found out that I already had one.

"Everyone wants furry sex if it's with glaceon"

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#5 Not-Hunter

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Posted 17 January 2014 - 05:49 PM

AC#4: Glint Eater [V3]
Notes: Where's V2, you ask? Well, it was a WA experiment, but it wasn't quite as destructive as V3, so I scrapped it.

FRAME:
HEAD: UMEGAE mdl.1 (Beowulf HD109)
CORE: CA-215 (UCR-10/A)
ARMS: AB-107D (Severn) [Barry Bull]
LEGS: L08 Foolish (Tank)

INTERNALS:
FCS: Fs-L-E28 (Otkryt) (Wide Angle)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: N/A
RECON: ASATORI mdl.1

WEAPONS:
R ARM: AM/ACA-218 (Autocannon) (Calebasse) [1/0/2]
L ARM: AM/ACA-218 [1/0/2]
SHOULDER: SAZANAMI mdl.2 (VTF Missile of KE doom)
R BAY: AM/SHA-302 (High-AP KE Shield)
L BAY: AM/SHA-302

Specs:
AP: 41,159
KE: 1,883
CE: 1,253
TE: 2,715
Boost: 82
HB: 272
RR: 1,259
Turning: 497
EN recovery: 6,814 [11,350 in scan mode]

+HOLY HELL THAT DPS.
+Chases very well.
+Low AP kamikaze charge is fun.
+Fairly accurate within it's lock range.
+Can dodge some attacks with it's HB
+Can move over terrain without too much trouble
+Surprise attacks with a tank. Hehe.
+Flying tank.
+Can kill pretty much any single AC in an open area.
-Doesn't really buff anything besides rifles and DPS weapons.
-Moderate AP
-Turning
-3BRs
-Crowded/vertical maps
-Can be chased away by floaty quads or very aggressive light/mid-weights. (Or anything that doesn't turn and run, for that matter)

AC#5: AGGRESSOR X
Notes: Yet another variation on the AGGRESSOR line of HRJ ACs that I made, the "A" variant being designed by a friend, which I adapted into "B" (Powerful and nigh-unstoppable) and "C" (Mobile and aggressive) in V. The "B" variant is currently being experimented on, and the "C" variant is scrapped until further notice, though may reappear later. The purpose of these ACs is naturally, to be aggressive, and outdamage the opponent with sheer firepower and non-stop chase or popshot.

FRAME:
HEAD: HF-227
CORE: CB-209 (Jotun)
ARMS: Ar-P-C28 (Seine AM106) (F-stab KE arms)
LEGS: TAKEKAWA mdl.2 (Eifel LG210-2) (Heavy Rev. Joint)

INTERNALS:
FCS: FA-303 (FCS-09 Yasakani) (Quick Lock)
GENERATOR: Ge-D-G23 (Ho Vital) (High Output)
BOOSTER: Bo-C-L13 (KT-5R2/Burya) (High power)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: Au-C-B19 (Battle rifle) (KO-2H6/Strekoza) [3/0/0]
L ARM: Au-C-B19 [3/0/0]
SHOULDER: Su-J-B07 (High damage, short range CE missile)
R BAY: Au-M-R31 (Mahaon) (Pulse gun)
L BAY: AM/SGA-204 (USG-11/H) (Shottie)

Specs:
AP: 32,772
KE: 1,720
CE: 1,705
TE: 311
Boost: 167
HB: 338
RR: 1,623
Turning: 586
EN recovery: 6,817 [10,207 in scan mode]

-Hasn't gotten a lot of actual playtesting, due to... Quads.
+Lots of damage output
+Fast for an HRJ
-Low defenses
Note: I could easily run a VTF or mathuras on this. HB changes to 349 with mathuras, 337 with VTF.

Need to do more experiments, I'll be working on more ACs.

"Everyone wants furry sex if it's with glaceon"

-Py687

Twitter: @Shinyhunter7
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#6 LionelTeo

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Posted 17 January 2014 - 08:20 PM

there is a shiobune laser rifle which have its en consumption per use buff since the patch, you can look at it, eh its lighter than plasma, charge fast and should be easy to charge with it.
I had stopped playing this game!

#7 Not-Hunter

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Posted 17 January 2014 - 08:33 PM

there is a shiobune laser rifle which have its en consumption per use buff since the patch, you can look at it, eh its lighter than plasma, charge fast and should be easy to charge with it.

Yeah, I tried that one. It's really not worth using over a plasma or a pulse gun. The muzzle velocity is really terrible for a weapon that needs to be charged.

"Everyone wants furry sex if it's with glaceon"

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#8 Nanabosho

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Posted 18 January 2014 - 08:43 AM

If pwr amps were added the shiobune would be a good alt to plasma guns and lighter.
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"Fun Fact: It takes 165019 energy to charge my weapon...let that sink in for a minute."

#9 LionelTeo

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Posted 20 January 2014 - 12:15 AM

Yup I check the muzzle its hard to give it some love, need some test, probably would work if your expecting heavy quad on high buildings terrain.
I had stopped playing this game!

#10 Not-Hunter

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Posted 20 January 2014 - 11:08 AM

AC#6: Squishy
Notes: A vague evolution from the LAZORZ tank shown in shinycores mkII.

FRAME:
HEAD: UMEGAE mdl.1 (Beowulf HD109)
CORE: CB-209 (Jotun)
ARMS: WAB-123 (Md Missile WA)
LEGS: LTA-122 (Baikal) (Tank)

INTERNALS:
FCS: USUGUMO mdl.2 (Seher) (Long Range)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: N/A
RECON: ASATORI mdl.1

WEAPONS:
R ARM: HAYASAME mdl.2 (Rail Cannon) (Estragon) [0/2/1]
L ARM: ASAGIRI mdl.2 (Laser Cannon) (ULC-40/H) [2/1/0]
WEAPON ARM: WAB-123 (Md. Missile)

Specs:
AP: 42,175
KE: 1,873
CE: 1,449
TE: 3,064
Boost: 79
HB: 227
RR: 1,325
Turning: 533
EN recovery: 5,855 [11,399 in scan mode]

+Can hurt pretty much anything failing a super defensive tank/HBP.
+Weapon drain is surprisingly not that bad.
+Fights at variable ranges
+Decent turning.
+Likes open maps
-WA Prevents CE defense from happening.
-Mediocre AP
-Potentially susceptible to popshots.
-Has a love/hate with tunnels.

AC#7: Galvanize
Notes: A light quad that is highly experimental, but seems to be working out. new version viewtopic.php?f=9&t=875&start=30#p16208

FRAME:
HEAD: **HF-227
CORE: CA-215 (UCR-10/A)
ARMS: **Ar-M-E34/L (Wiesent) [Jack]
LEGS: L4B-107 (Belukha) (Tetrapod)

INTERNALS:
FCS: Fs-L-E28 (Otkryt) (Wide Angle)
GENERATOR: MAKIBASHIRA mdl.3 (GNE530 Sonne) (High Cap)
BOOSTER: **Bo-C-L13
RECON: ASATORI mdl.1

WEAPONS:
R ARM: **YAKUMO mdl.1 (ISONOKAMI mdl.1) (Sniper Cannon) (Salem) ^[3/0/0]
L ARM: MURAKUMO mdl.1 ^[3/0/0]
SHOULDER: Su-J-A28 (Mathuras)
R BAY: Au-M-R31 (Mahaon) (Pulse gun) [3/0/0]
L BAY: AMAGOROMO mdl.2 (High-defense TE shield)

**Open for suggestions.
^Open for tuning suggestions.

Specs:
AP: 37,875
KE: 1,510
CE: 2,478
TE: 308
Boost: 162
HB: 328
RR: 1,342
Turning: 682
EN recovery: 2,683 [6,992 in scan mode]

+Fun
+Can take out most things
+Blocks most BRs
+A bit easier to kumo than with a LBP or LRJ
+Relatively high AP
+Stun resistant
+Moderate turning
-HBPs
-Tansy/Calendula/Kinfolk
-Extremely TE defensive quads
-Difficult to use in 1v1 scenarios

(continued on next post)

"Everyone wants furry sex if it's with glaceon"

-Py687

Twitter: @Shinyhunter7
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#11 Not-Hunter

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Posted 20 January 2014 - 11:09 AM

AC#8: ENERGY [V2]
Notes: Due to both mahaon and amps being nerfed, I restructured it.

FRAME:
HEAD: HF-227
CORE: C03 Malicious
ARMS: AR-M-W17 (Isari/Ilmenau)
LEGS: SAWARIBI mdl.1 (Ruiz) [Cornelius Archibald] (Light Rev. Joint)

INTERNALS:
FCS: Fs-L-F03 (KV-2T2) (Wide Angle)
GENERATOR: Ge-D-G23 (Ho Vital) (High Output)
BOOSTER: BA-214 (UBT-25/H) (High Accel)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: Au-M-R31 (Mahaon) (Pulse gun) [3/0/0]
L ARM: Au-M-R31 [3/0/0]
SHOULDER: MURATORI mdl.2 (Ammo) (Swapped for other shoulders as needed)
R BAY: AM/SGA-108 (Elmira) (Shotgun) [0/0/3]
L BAY: AM/SGA-108 [0/0/3]

Specs:
AP: 27,815
KE: 1,546
CE: 541
TE: 414
Boost: 193
HB: 385
RR: 1,300
Turning: 718
EN recovery: 6,004 [11,094 in scan mode]

Pretty much about the same, but now with a boost-kick friendly core. Suggestions for shoulders to swap to are welcome.


AGGRESSOR X and Firefang [V3] are currently under experimentation, they'll probably be posted soon. STRONGEST also received slight modifications, but it was just a gen/booster swap.

"Everyone wants furry sex if it's with glaceon"

-Py687

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#12 Not-Hunter

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Posted 24 January 2014 - 11:44 AM

AC#9: AGGRESSOR TYPE-B [V6]
Notes: Um.. Turn-buffed HRJ leg. It's nice. Also, yay to have a somewhat viable HRJ AC again.
EDIT: Changed to NIODORI mdl.3 for the pulse gun

FRAME:
HEAD: HF-227
CORE: CA-215 (UCR-10/A)
ARMS: A4-M-W52/L (Elbe)
LEGS: LeR-U-B24 (Heavy Rev. Joint)

INTERNALS:
FCS: Fs-L-E28 (Otkryt) (Wide Angle)
GENERATOR: Ge-D-G23 (Ho Vital) (High Output)
BOOSTER: TOKONATSU mdl.1 (High Power)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: Au-F-K16 (Svetlyak) (HEAT howitzer) [3/0/0]
L ARM: Au-F-K16 [3/0/0]
SHOULDER: Su-J-A28 (Mathuras) (Short range missile)
R BAY: AM/RFA-222 (Jesup) (Rifle) [3/0/0]
L BAY: NIODORI mdl.3 (Napa) (Pulse gun) [3/0/0]

Specs:
AP: 32,536
KE: 1,593
CE: 2,287
TE: 438
Boost: 162
HB: 328
RR: 1,618
Turning: 728
EN recovery: 4,999 [10,030 in scan mode]

+Has potential to do all kinds of damage rather quickly.
+Turning
+Looks pretty damn badass.
+Decent mobility
-Lowish AP
-I suck with howitzers
-Doesn't block tansy/kinfolk

AGGRESSOR X is temporarily scrapped, to be repurposed, due to it's unwieldy nature and low turning speed.

"Everyone wants furry sex if it's with glaceon"

-Py687

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#13 Not-Hunter

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Posted 18 February 2014 - 11:27 AM

AC#10: REDLINE [V2]
Notes: Themed around the animated movie "Redline", which you should watch if you have good speakers. Or if you just like crazy-as-shit animation, watch it free on YT, it's been legally posted there, I believe.

FRAME:
HEAD: HF-227
CORE: C03 Malicious
ARMS: UTSUSEMI mdl.2 (Light KE single shoulder)
LEGS: L2LB-215 (ULG-09/L) (Light biped)

INTERNALS:
FCS: FA-108 (UFC-10) (Quick-lock)
GENERATOR: MAKIBASHIRA mdl.3 (Sonne) (High Capacity)
BOOSTER: Bo-C-L13 (Burya) (High Power)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: MURAKUMO mdl.1 (Phys blade) [3/0/0]
L ARM: MURAKUMO mdl.1 [3/0/0]
SHOULDER: CIWS/ammo/flash rockets/filler
R BAY: Au-F-K15 (Svetylak) (HEAT Howitzer) [3/0/0]
L BAY: AM/SHA-207 (KE Shield)

Specs: (Note: Current stats taken with the large ammo mag in the shoulder)
AP: 25,945
KE: 1,477
CE: 207
TE: 457
Boost: 209
HB: 422
RR: 825
Turning: 955
EN recovery: 6,086 [8,596 in scan mode]

+Built for fun, achieves fun
+Potentially scary, once I learn how to use it
+Really awesome paint/decals
-Difficult to use and easily destroyed by pretty much any anti-LW measure ever.

I'll be editing some posts with minor changes to existing ACs, and some newish ACs or complete overhauls will be posted here.

"Everyone wants furry sex if it's with glaceon"

-Py687

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#14 LionelTeo

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Posted 18 February 2014 - 12:48 PM

From experience its better to use a high en con core for melee builds, especially with heat piles and kumo on light bipd, because by the time you GB to the enemy, the enemy could had shifted just that little bit, but would be enough to result in a miss.Therefore you would want to travel as fast as possible while gbing. I manage to pile 3/5 as compare to 1/5 when I shifted to a the 165 en con core for piling, I know it looks ugly though. If your a LBP, you would also need to compensate against LRJ, its nearly impossible to Kumo a LRJ from a LBP perspective, heat howtizer and Kumo are overlapping weapons in terms of applications, both are useful against slower units, you can use AS Missiles (highest guidance) or CEMG in place to help against other light weights instead of heat howitzers

For HRJ, I found FUJIBAKAMA mdl.1 to have be given the best KE defense for a good jump of 3.3, could try it and see how it goes.
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#15 Not-Hunter

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Posted 18 February 2014 - 01:00 PM

From experience its better to use a high en con core for melee builds, especially with heat piles and kumo on light bipd, because by the time you GB to the enemy, the enemy could had shifted just that little bit, but would be enough to result in a miss.Therefore you would want to travel as fast as possible while gbing. I manage to pile 3/5 as compare to 1/5 when I shifted to a the 165 en con core for piling, I know it looks ugly though. If your a LBP, you would also need to compensate against LRJ, its nearly impossible to Kumo a LRJ from a LBP perspective, heat howtizer and Kumo are overlapping weapons in terms of applications, both are useful against slower units, you can use AS Missiles (highest guidance) or CEMG in place to help against other light weights instead of heat howitzers

For HRJ, I found FUJIBAKAMA mdl.1 to have be given the best KE defense for a good jump of 3.3, could try it and see how it goes.


I've actually had a much better experience using melee weapons with a low conductivity core, to be honest. I'm very used to how it handles, due to the types of builds I've used before. I'd rather swap boosters than core.

And I chose the heat howie for it's low weight and not requiring a lock, which frees me from using an FCS. And pretty much any offensive shoulder unit is too heavy for this AC, as I think it has about 1-200 units of free weight on it. I do intend to use it against light builds rather than heavy ones, combined with the shield. CMG requires a change of FCS, and this AC doesn't really have the defenses to survive sustained fire, so it's pretty much limited to pop-shot type combat.

I actually like the HRJ as is, the turning, speed, and defenses are nice. I'll make a different HRJ soon, that'd be a bit more wall-ish in it's purpose.

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#16 Not-Hunter

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Posted 18 February 2014 - 03:33 PM

AC#11: Fairydust [V3]
Notes: Pretty much the same as before, but with better weapon choices for general purpose use. I'll still throw knockers on it in CQB/tunnel maps.

FRAME: Note: same as V2
HEAD: Hd-G-A88
CORE: Co-D-S29
ARMS: AB-107D [Barry Bull]
LEGS: L22 Funeral (Tank)

INTERNALS: Same as V2
FCS: FA-108 (UFC-10) (Quick-lock)
GENERATOR: MAKIBASHIRA mdl.3 (Sonne) (High Capacity)
BOOSTER: N/A
RECON: ASATORI mdl.1

WEAPONS:
R ARM: Au-G-C19 (Cannon) (KO-9K2) [0/0/3]
L ARM: Au-G-C19 [0/0/3]
SHOULDER: MURATORI mdl.2 (MOAR AMMO)
R BAY: Au-C-H22 (Battle rifle) (3BR) [3/0/0]
L BAY: Au-C-H22 [3/0/0]

Specs:
AP: 46,575
KE: 1,548
CE: 2,328
TE: 2,918
Boost: 81
HB: 246
RR: 1,370
Turning: 443
EN recovery: 7,431 [11,794 in scan mode]

+Cannons hurt everything
-Except KE shields

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#17 Not-Hunter

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Posted 18 February 2014 - 06:20 PM

AC#12: Violent Volition
Notes: My attempt to make a bulky, annoying, backpedaling HRJ.

FRAME: Note: Legs can be swapped for modded variant, to gain additional bulk.
HEAD: Hd-H-E34 [Ray Shark]
CORE: CA-215
ARMS: Ar-A-A51 (F-stab TE arms)
LEGS: LRHA-123 (Wutai) (Heavy Rev. Joint)

INTERNALS:
FCS: USUGUMO mdl.2 (Seher) (Long Range)
GENERATOR: Ge-D-G23 (Ho Vital) (High Output)
BOOSTER: Bo-C-L13 (Burya) (High Power)
RECON: ASATORI mdl.1

WEAPONS:
R ARM: AM/BRA-215 (Battle Rifle) (Cercis) [3/0/0]
L ARM: AM/RFA-222 (Rifle) (Jesup) [3/0/0]
SHOULDER: SL-KMB-212H (High Speed Missile) (Pueraria)
R BAY: Au-L-K29 (Laser Rifle) (Lolisawa/KRSW) [0/3/0]
L BAY: AM/SHA-207 (KE Shield)

Specs:
AP: 38,174 (41,517 w/mod)
KE: 1,802 (1,877 w/mod)
CE: 2,051 (2,096 w/mod)
TE: 867 (842 w/mod)
Boost: 135 (128 w/mod)
HB: 273 (260 w/mod)
RR: 1,786
Turning: 584 (535 w/mod)
EN recovery: 5,575 [10,683 in scan mode]

+Takes out most quads easily with kara and rifle
+Extremely bulky
+Versatile
-Sometimes wish I had the kara and BR on different arms.
-Doesn't chase well at all
-Loses vs most tanks, and some defensive HBP builds.
-Usually doesn't kill much on it's own

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#18 Ohnoeszz

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Posted 18 February 2014 - 09:20 PM

AC#8: ENERGY [V2]
Notes: Due to both mahaon and amps being nerfed, I restructured it.

Pretty much about the same, but now with a boost-kick friendly core. Suggestions for shoulders to swap to are welcome.


I've got a similar build that uses heat howies instead of shotguns. I had been using the niodori mdl.3 with an amplifier, but the amp nerf brought the power on that too low. I've switched to the AU40 Knuckle and that functions about the same - great power because of the 8 simultaneous shots. You have to get a little closer than with the mahaon but it works well. I also use the Makibashira mdl. 3 to optimize the PGs... you'd have to make changes to fit the weight.
ACVD USER GUIDE
It's a compilation of ACVD information.

#19 Not-Hunter

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Posted 19 February 2014 - 07:08 AM

I remember using dual knuckles before, and it was never all that amazing. Damaging, but slow and short ranged. I'll test them again, but I like mahaon's piercing-ness, and niodori 3's low drain for the damage it deals.

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#20 Not-Hunter

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Posted 02 March 2014 - 01:40 PM

AC#13: BIG WAVE
Notes: I got bored and wanted to see what a dual-sub knocker rushdown tank would handle like.

FRAME: Note: Arms can potentially swap for single slot CE, or the 107/D mods.
HEAD: UMEGAE mdl.1
CORE: CA-215
ARMS: KOCHO mdl.1
LEGS: L08 Foolish (Tank)

INTERNALS:
FCS: FA-303 (Yasakani) (Quick lock)
GENERATOR: MAKIBASHIRA mdl.3 (Sonne) (High Capacity)
BOOSTER: N/A
RECON: RA-209

WEAPONS:
R ARM: AU07 Knocker (Cannon) [3/0/0]
L ARM: AU07 Knocker [3/0/0]
SHOULDER: MONONOFU (Subcomputer) (Dhanbad)
R BAY: Au-C-B07 (Battle Rifle) (Podenka) [3/0/0]
L BAY: Au-C-B07 [3/0/0]

Specs: Note, pulled from JP ACVD link site, SHOULD be accurate.
AP: 38,310
KE: 1,583
CE: 1,574
TE: 2,696
Boost: 82
HB: 274
RR: 1,243
Turning: 498
EN recovery: 5,229 [11,430 in scan mode]

-Experimental, likely full of flaws.

EDIT: Knocker lock time with dual subs:
269/1.55/1.55/1.25/60 = 1.49 seconds.
With no subs: 3.58 seconds.

Podenka lock time:
.74 seconds w/subs
1.77 seconds w/o

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