09-07-2023, 02:13 AM
(This post was last modified: 09-19-2023, 02:07 AM by Penguin Deus.
Edit Reason: updated for latest info, and an extra clip or two
)
R Arm: VE-66LRB
L Arm: VP-66LH
R Back: Vvc-70VPM
L Back: Vvc-706PM
Head: VP-44D
Core: VE-40A
Arms: AR-012 MELANDER C3
Legs: 2C-3000 WRECKER
Booster: BST-G2/P06SPD
FCS: FC-008 TALBOT
Generator: VE-20C
Expansion: Assault Armor
So, here is what I've been using lately. I don't have a screenshot of it, but I do at least have some footage saved:
1v1
3v3 (featuring Franko!)
1v1 with TJ
I was having a hard time finding something I was comfortable with, mostly because I'm old. So I tried to come up with some rules to give me focus, on my first build. They were as follows:
1. Aim for stability, even if it means losing defense or speed
2. Aim for responsiveness, even if it means losing top speed
3. Focus on close range battle
4. If you're going to lose, make sure it's you and not the machine
5. No tanks
I came up with the machine above, but using a HU-BEN and ZIMMERMAN, with OCELLUS FCS. It worked really well, and felt great. I've since changed it to what you see above (double barrel laser rifle and laser handgun)...and I think this is working even better, for me.
In terms of piloting, the idea was to focus on getting to mid-range, and feel them out from there. If I think my best bet is to close the gap, I will...but if I think that's a bad idea, I stay at mid-range. The plasma missiles are really effective at both ranges, but better in close (when I have them busy). The vertical plasma missiles are extremely stable and effective for applying pressure and keeping folks from getting too comfortable. As for handhelds, the laser pistol charge attack is a burst fire shot, which works wonders if you're really close, or if you dodge a cannon shot. It's otherwise an extremely stable and safe gun to use. It basically is just an easier-to-use laser rifle. I can't say enough good things about it. As for the laser rifle...it's the biggest one I got, aside from the KRSV. It's big and heavy, but hits like a truck and is pretty accurate, even at mid-range. Also, you can push the gas on it and machine gun out a few rounds, if you are willing to overheat it. It has a massive charge shot, too.
I try to use assault boost to close gaps and chase folks. Otherwise, I stick to standard boost and boost hopping as much as I can. I try to limit the quick boost because I'm expecting to max out the generator often, and also because I felt it would be easier for me to not focus on using it for anything aside from simple position adjustments. Also, because I prioritized stability instead of defense, I went with the 44D head and WRECKER legs. I have tons of stability, and while it won't protect me against the biggest attacks, it will protect me from everything else...which is hopefully all I need to blow the other guy up.
L Arm: VP-66LH
R Back: Vvc-70VPM
L Back: Vvc-706PM
Head: VP-44D
Core: VE-40A
Arms: AR-012 MELANDER C3
Legs: 2C-3000 WRECKER
Booster: BST-G2/P06SPD
FCS: FC-008 TALBOT
Generator: VE-20C
Expansion: Assault Armor
So, here is what I've been using lately. I don't have a screenshot of it, but I do at least have some footage saved:
1v1
3v3 (featuring Franko!)
1v1 with TJ
I was having a hard time finding something I was comfortable with, mostly because I'm old. So I tried to come up with some rules to give me focus, on my first build. They were as follows:
1. Aim for stability, even if it means losing defense or speed
2. Aim for responsiveness, even if it means losing top speed
3. Focus on close range battle
4. If you're going to lose, make sure it's you and not the machine
5. No tanks
I came up with the machine above, but using a HU-BEN and ZIMMERMAN, with OCELLUS FCS. It worked really well, and felt great. I've since changed it to what you see above (double barrel laser rifle and laser handgun)...and I think this is working even better, for me.
In terms of piloting, the idea was to focus on getting to mid-range, and feel them out from there. If I think my best bet is to close the gap, I will...but if I think that's a bad idea, I stay at mid-range. The plasma missiles are really effective at both ranges, but better in close (when I have them busy). The vertical plasma missiles are extremely stable and effective for applying pressure and keeping folks from getting too comfortable. As for handhelds, the laser pistol charge attack is a burst fire shot, which works wonders if you're really close, or if you dodge a cannon shot. It's otherwise an extremely stable and safe gun to use. It basically is just an easier-to-use laser rifle. I can't say enough good things about it. As for the laser rifle...it's the biggest one I got, aside from the KRSV. It's big and heavy, but hits like a truck and is pretty accurate, even at mid-range. Also, you can push the gas on it and machine gun out a few rounds, if you are willing to overheat it. It has a massive charge shot, too.
I try to use assault boost to close gaps and chase folks. Otherwise, I stick to standard boost and boost hopping as much as I can. I try to limit the quick boost because I'm expecting to max out the generator often, and also because I felt it would be easier for me to not focus on using it for anything aside from simple position adjustments. Also, because I prioritized stability instead of defense, I went with the 44D head and WRECKER legs. I have tons of stability, and while it won't protect me against the biggest attacks, it will protect me from everything else...which is hopefully all I need to blow the other guy up.