Current time: 03-28-2024, 09:32 PM
Delta Mk.II
#1
Head: S2 --------- 0/0/4/6/0
Core: URANUS --- 0/0/3/7/0
Arms: XS --------- 0/0/4/6/0
Legs: DINGO2 ---- 0/0/4/6/0

Booster: GULL ------ 0/0/0/10
FCS: F73H
Generator: LOTUS -- 0/10/0
Radiator: ANANDA -- 0/0/10

Inside: -
Extension: -
Back Unit R: YASYA
Back Unit L: YASYA
Arm Unit R: PIXIE3
Arm Unit L: DRAGON

Optionals: AMINO, O69ES, O69SS, L+, CODON, GOLGI, HISTON, MARISHI.

-=-=-=-

Stats:

AP: 7887
Weight: 6893
EN Supply: 3836
EN Consumption: 6470 / 10306
Boost Duration: 12867
Max Boost Speed: 446
Turning Speed: 1326
Stability: 6846
Cooling: 14847
Def Shell/Energy: 1558 / 1558

-=-=-=-

Never did I once think that I'd be using YASYA on any of my designs.

Ever.

Delta Mk.II's damage output and tactical capability skyrocketed with the YASYA back unit. It's now capable of keeping some much-needed control over the battlefield, and is capable of even further damage output than before. The YASYA can also be deployed while hiding behind cover to fire at the enemy and wait for an opening.

I really like how it turned-out overall, because Delta Mk.II is still capable of using the URANUS + PIXIE + DRAGON while the YASYA is still active. That is a whole lot of damage potential and pressure on any opponent.

The one obvious drawback of this change is the loss of radar.

So give this AC a go and tell me what you guys think of it!
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#2
I like you concept of having all your weapons firing at the same time, but you mignt want to try a high output generator because your using a lot of enenergy weapons. but i think you can manage...... Ninja
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#3
Yea, I agree, I believe the 84P would benefit you more although your cooling is a little lower than what Im used to, but it should work. I know its a little heavy.

V2+G84P+Ananda should do you some good.

I also dont like the Dingo2 as they break like glass, you could use Cougar2, but that would increase drain a good bit
<img src='http://img236.imageshack.us/img236/1111/crimson2uo9.jpg' border='0' alt='user posted image'><br><i><b><span style='color:#CC0000'>"The deeper the fire, the hotter it burns, and the hotter it burns, the more you feel it" ~Unknown</span></b></i><br><br><b><u><span style='colorWhistleed'>Crimson's ACs</span></u></b> *Click Link to view<br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=396' target='_blank'><u><span style='colorWhistleed'>Tempest</span></u></a></b><br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=414' target='_blank'><u><span style='color:purple'>Alpha Omega</span></u></a></b><br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=419' target='_blank'><u><span style='color:orange'>Shrapnel</span></u></a></b>
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#4
Unfortunately my EN drain is boarderlining on acceptable from the change. Given how much EN is needed to utilize all of Delta's capabilities at once at any given time, I can't afford to switch to another generator.

The 84P (Or whatever it's called, to lazy to look on the PS2) has -way- to much calorific value to be used on Delta Mk.II. LOTUS is pretty much all that will work on the design, given that it Delta Mk.II has somewhat low cooling and is using GULL for boosters. It heats-up enough from boosting normally as it is, but it's far from being at a level where it's a danger to the AC's AP or EN supply.

As for body parts, I could -probably- change the head to one with a radar, but they usually require quite a good amount of energy to use. EYE3 is looking pretty good right now, but I prefer the S2's radar-lessness for the time being. The rest of the body is not subject to change, especially the DINGO2 legs, because it's already pushed to the limits in terms of functionality.

If I took-off the DINGO2 legs, the most likely replacement would be a pair of legs from the RJ category. Given that most RJs have relatively low cooling stat values, it would become problematic. DINGO2 provides the weight, EN drain, cooling, and turning speed needed to give Delta Mk.II some much-desired stats despite fragility.

Not to say that it's not possible to change the legs to something else, it would probably just be even harder to pilot it for maximum performance.

Even if the legs break (which I have seen happen while I still had 4,000+ AP left) from missiles and the like, the YASYA is capable of compensating for that loss by giving a tactical defensive boost over a small area. This usually deters opponents from trying to out-flank Delta Mk.II for fear of getting blasted by the stationary orbital cannons, and can allow for some 'breathing room'.

It's hard to elaborate on everything this AC design is capable of, but it's definately worth piloting despite the difficulty and fragility of it's handling. Controlling the battlefield is now an essential part of the playing style, so quite alot needs to be taken into consideration aside from the AC's stat values alone.

Try creating and using it before making a post for any possible changes, it's one of those ACs you can't diagnose correctly without actually using it.

Originality FTW!
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#5
Also, I like the LOTUS for the quick EN recovery for whenever I have a 'gen-bust'.
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#6
I tried it out and I really didnt like the feel of it.

The Yasya did so little damage that it really didnt help and also the lack of AMS on this AC makes missiles alot more effective against it. The Dragon constantly missed, even at closer range and the frame is fragile and prolonged close range combat would hurt it.

This also also doesnt have enough killpower IMO. The Pixie3 works, but the Dragon is really only good heating up the enemy, damage wise its a dud. The Yasya can easily be dodged by almost any AC not in charging state.

It may just be me, but I dont really like it.
<img src='http://img236.imageshack.us/img236/1111/crimson2uo9.jpg' border='0' alt='user posted image'><br><i><b><span style='color:#CC0000'>"The deeper the fire, the hotter it burns, and the hotter it burns, the more you feel it" ~Unknown</span></b></i><br><br><b><u><span style='colorWhistleed'>Crimson's ACs</span></u></b> *Click Link to view<br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=396' target='_blank'><u><span style='colorWhistleed'>Tempest</span></u></a></b><br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=414' target='_blank'><u><span style='color:purple'>Alpha Omega</span></u></a></b><br><b><a href='http://ravenrepublic.cjb.net/index.php?showtopic=419' target='_blank'><u><span style='color:orange'>Shrapnel</span></u></a></b>
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#7
IMO, the last one was good. this one is just sub-par. Tongue


anyway,

yasya - harpy
dingo2 - try dingo1

empty L or R back slot - any usable missile pack
insides - medusa
FRONT MISSION FOR LIFE.<br><img src='http://tenmou.net/cgi/contribution/img/30.gif' border='0' alt='user posted image' /><br><i>RATATATATATATATATATATATA!!!</i>
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#8
If only I could upload replays...lol

I did say that this AC was hard to use, and it's taken me a great amount of practice to be even halfway decent with it. I assure you though, it's extremely powerful once you have the oppoent in the 'unavoidable' lock for more than a second. Honestly, a single second of YASYA + URANUS + PIXIE3 + DRAGON takes off so much AP it's outright awesome.

Just for kicks, try it out on Crezner in the VR Arena. I always use em' as a basis for how much damage my ACs are capable of doing in a a short amount of time. He didn't even survive two deployments of YASYA, along with URANUS + PIXIE3 + DRAGON.

I guess it's a matter of playing style, and I really like this one. It's still hard to use Delta Mk.II now without the radar, but the sheer tactical advantage to control the battlefield is not to be taken lightly at all.

There is a method to my madness.
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#9
orbits are only good againts tanks, and quads to some extent.
FRONT MISSION FOR LIFE.<br><img src='http://tenmou.net/cgi/contribution/img/30.gif' border='0' alt='user posted image' /><br><i>RATATATATATATATATATATATA!!!</i>
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#10
Again, if only I could show you replays, lol.

The trick is to pressure the target to go -towards- the oribtals, that nearly garuntees a number of hits.

{}{}{}{}{}{}{}{}
Ideal Scenario:

Orbital <<<<<<<<Target <=== Delta Mk.II

Obital===> Target <===Delta Mk.II
{}{}{}{}{}{}{}{}

Due to the fact that orbitals fire at the feet in a fixated lock (a lock-on that shoots where the target is, not where it will be next), an enemy going right into their center of range gives a much higher chance to connect some hits. Its main use is for tactics and field control.

Granted it's extremely difficult, but the previous Delta setup was restricted to 100% rushing, and that was an amazingly hard way to play with no control over the battlefield at all. I estimate that once I become more accustomed to the design in Human vs. Human play, I might actually be able to handle people that primarily backpedal for entire matches.

This is all speculation though, however the potential is something I'm not about to drop from a few negative reviews, lol.

(The orbitals work on -everything-, not just tanks. It requires the right position.)
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#11
<!--QuoteBegin-Iguana+Dec 24 2006, 10:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Iguana @ Dec 24 2006, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> POST [/quote:ffc73e4e6e]
But how do you fire your orbitals in such a way as they will be positioned BEHIND the enemy, and not in between you and him? That's the thing I'd like to figure out. Since the Yasya orbitals emanate from behind you and go in front of you, they will most likely stop a few feet in front of the enemy, enabling him still to backpedal away and fire at you with long range, high accuracy weapons. Then because the Yasya pods don't move, you'll have to fire another volley just to keep the pressure, all while draining your energy boosting, firing and dodging oncoming fire.

This sounds like a long game of chase to me. It's an interesting twist on the basic rusher template, but it might or might not be all you dreamed it would be. Like you said, replays would help all of us see how you play it.
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#12
Quote:(The orbitals work on -everything-, not just tanks. It requires the right position.)

you aren't listening.

it rarely does on anything else (and vertical movement seems to make them useless). people only use them on tourneys or over kai to harrass. they don't base their whole strategy around the use of these weapons.


this is just all "what if", not "what IS".

anyway, i don't trust vs. ai replays, sorry.
FRONT MISSION FOR LIFE.<br><img src='http://tenmou.net/cgi/contribution/img/30.gif' border='0' alt='user posted image' /><br><i>RATATATATATATATATATATATA!!!</i>
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#13
Stubborn, cookie-cutter views...

But I like the challenge!

Regardless, in order to pressure the enemy into the orbitals so they're going towards them is very simple in conept, but extremely hard to do.

First, deploy the orbitals during combat, then try to get around the enemy. Most enemies won't close-in to Delta Mk.II due to it's CQ nature, so they'll naturally want to get away. Use the speed of the AC to come-around the target and pressure them towards the orbital as they move away from you.

This has proven hard to do, but -very- rewarding if done successfuly. Besides, I have yet to see anyone dance right towards and past the orbitals without taking damage, so I'm pretty sure they're accurate once the manever is done correctly.

Not to say it can be done at any time, I've screwed-up royally the majority of the time trying to perform this beyond-hard tactic.

I'll post more later, on Kai right now to test it against an OB-er.
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#14
Also, this is coming from Kai experience.

The AI was easily decimated by the orbitals offline, so there's no way I would use that except for the overall potential of the design.
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#15
don't hate tha playah, hate tha game. Tongue
FRONT MISSION FOR LIFE.<br><img src='http://tenmou.net/cgi/contribution/img/30.gif' border='0' alt='user posted image' /><br><i>RATATATATATATATATATATATA!!!</i>
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