12-04-2008, 08:01 PM
(This post was last modified: 12-04-2008, 08:02 PM by Lord_Leperman.)
Wow, I actually have time to write all of this… only because AC:FA is the only PS3 game in my house right now (the rest aren’t here ) and I’m actually somewhat forced to play and get my gear head turning due to a lack of any alternative.
Missiles
WHEELING01
Missile launcher that launches 16 missiles in a sequence. The WHEELING01 launches them in a vertical missile fashion but starts arcing towards its target from a lower altitude than other verts such as the WHEELING03 and OSAGE. Missile agility stat is slightly higher than most missiles (listed as 17, while most missiles have 15) and deep ammo reserves lend to its longevity and usefulness in battle. The long firing sequence can both be a blessing and curse, as the line of missiles can distract opponents while leaving one open to attacks due to the inability to cancel the firing sequence. Best used off angles, as the slight vertical flight pattern adds a new angle of attack and thus potentially distracting an opponent.
DEARBORN 02/03
Proximity detonated missiles with decent homing and damage. Supposedly worked very well in AC4 and remains useful in FA. DEARBORNs seem to travel slow towards their target, but their blast radius damage to PA and the AC itself is noteworthy especially in conjunction with other weapons like a constantly firing rifle and another missile salvo. The DEARBORN 02 and 03 differ where the 03 fires a bigger salvo of missiles than the former, while the two have no real performance difference between the two aside from that.
MUSSELSHELL
The MUSSELSHELL fires 16 missiles in 2 salvos (8 missiles per salvo) in a tight spread pattern. The advantage of the MUSSELSHELL is its firing salvo, where there is an existing chance that an opponent may eat a whole salvo instead of a series of a single chain of missiles, which can be dodged in between the pattern. The drawback of course, it creates a huge visible salvo which can be anticipated from afar. They perform like beefed up scatter missiles (AKA micro missiles) with greater damage and homing abilities. The usefulness of this missile system depends on one’s fighting style and preference between chain firing and group firing missiles.
Sniper Cannons
I was actually thrilled that FROM added a weapon like the Sniper Cannon in the game. I’ve always wanted a back mounted, hard hitting and accurate weapon for long range purposes without having to use a sniper rifle. Their implementation does not disappoint me, but they could use some upgrades especially because of the existence of the PHACT.
049ANSC
With 36 rounds and the fastest reload rate of all the sniper cannons, this is the easiest to use sniper cannon in the game. With good damage, accuracy, and a fairly spamable amount of ammo it can also be used at shorter ranges compared to other sniper cannons due to its higher melee ability compared to other sniper cannons or sniper rifles. Overall a well rounded weapon though its heavy weight and recoil prevents it from being used prolifically by lighter AC units, though that is not outside the realm of possibility.
050ANSC
Armed with only half the amount of ammo as its predecessor, slower rate of fire, and increased weight, it pays for its disadvantages with a slightly more accurate muzzle velocity, accuracy and damage. With only 18 rounds, one has to constantly pick shots with this weapon. At first glance the lighter sniper rifle seems to be a superior choice as there isn’t much of a difference between the two in terms of performance (not to mention the lighter SC has twice the amount of ammo), however, I find myself hitting more often with (mid sniper) than with the (light sniper) at least against AI testing which lends to its usefulness.
061ANSC
Ridiculously heavy sniper cannon with only 16 rounds of ammunition, it weighs way much more than the (mid sniper) and has less than half the ammo of the light SC and fires the slowest. However, it is the most damaging and the most accurate sniper cannon in the game.
Laser Rifles
AVIOR
A new laser rifle based on the ANTARES. It provides more damage than its predecessor without much compromise to other areas, which I just love. I find this weapon just as useful as the shell based 057ANNR, as it has the same melee ability and almost exactly the same muzzle velocity of its projectile, though the AVIOR’s 60 rounds of ammo means you have to pick your shots more often than the spamable ANNR, but other than that I think this is a great weapon overall.
Laser Bazooka
Another EN weapon I can learn to love. Its damage rating is comparable to a bazooka, thus lending to its description. Unlike bazookas in the game though, it has a superior melee ability, better shot velocity (on par with rifles) and better rate of fire than its solid shell counterparts. Surprisingly, it only drains as much as its other laser rifle counterparts despite the increase in damage. The weapon is also a good alternative or competitor to the CANOPUS. However, with only 32 rounds of ammo you have to pick your shots carefully, but still, its better than any of the bazookas available in the game.
Grenade Cannons
Grenade Cannon area effects done getting its radius and using it to find the area of the 2D circle:
OGOTO, TRAVERS, and SAPLA
Blast Radius: 88
Area of effect: 24328.494
Spherical surface area of explosion: 97313.974
YAMAGA and OIGAMI
Blast Radius: 106
Area of effect: 35298.935
Spherical surface area of explosion: 141195.740
Already we see a huge difference between launchers despite the small difference in the blast radius stat. Let’s not forget that we’re looking for a spherical area effect, and not a mere 2D circular area effect as the numbers show above, therefore I’m expecting the difference between the YAMAGA and OIGAMI’s splash damage to sky rocket once we factor in the spherical area of effect. At the moment, grenades are quite ineffective weapons due to their poor shot velocity and the speed game the AC:FA puts a premium on. The only way I can think of balancing grenades if they were proximately detonated as soon as they pass their target (without having to hit an obstacle in order to detonate) making their blast radius work for them at any range. Other than that, grenades have a hard time tracking areal and speedy targets.
On a side note, people in RH started calling the OIGAMI the ORIGAMI due to its long unfolding time of around 5 seconds.
Other stuff:
I take back what I say about the LAHIRE and would say that the SOBRERO is a truly superior generator when output is upgraded to the max. The shear EN efficiency of the SOBRERO offsets its low KP regeneration rate, as one is now allowed to perpetually fly and QB, assuming reasonably efficient boosters are equipped, without any serious penalties (except for the low KP regen rate). FROM should have prolly balanced this by giving it a much lower EN cap, thus giving it more limited QB usage.
I don’t think the PITONE needs any upgrades, it’s already good the way it is IMO. I’m just worried that the KAPTEYN’s high melee ability coupled with its roughly equal performance with the PITONE outclasses many of the sniper rifles if only it had more ammo than it already has right now.
EDIT: Included spherical surface area of explosion for grenade cannons
Missiles
WHEELING01
Missile launcher that launches 16 missiles in a sequence. The WHEELING01 launches them in a vertical missile fashion but starts arcing towards its target from a lower altitude than other verts such as the WHEELING03 and OSAGE. Missile agility stat is slightly higher than most missiles (listed as 17, while most missiles have 15) and deep ammo reserves lend to its longevity and usefulness in battle. The long firing sequence can both be a blessing and curse, as the line of missiles can distract opponents while leaving one open to attacks due to the inability to cancel the firing sequence. Best used off angles, as the slight vertical flight pattern adds a new angle of attack and thus potentially distracting an opponent.
DEARBORN 02/03
Proximity detonated missiles with decent homing and damage. Supposedly worked very well in AC4 and remains useful in FA. DEARBORNs seem to travel slow towards their target, but their blast radius damage to PA and the AC itself is noteworthy especially in conjunction with other weapons like a constantly firing rifle and another missile salvo. The DEARBORN 02 and 03 differ where the 03 fires a bigger salvo of missiles than the former, while the two have no real performance difference between the two aside from that.
MUSSELSHELL
The MUSSELSHELL fires 16 missiles in 2 salvos (8 missiles per salvo) in a tight spread pattern. The advantage of the MUSSELSHELL is its firing salvo, where there is an existing chance that an opponent may eat a whole salvo instead of a series of a single chain of missiles, which can be dodged in between the pattern. The drawback of course, it creates a huge visible salvo which can be anticipated from afar. They perform like beefed up scatter missiles (AKA micro missiles) with greater damage and homing abilities. The usefulness of this missile system depends on one’s fighting style and preference between chain firing and group firing missiles.
Sniper Cannons
I was actually thrilled that FROM added a weapon like the Sniper Cannon in the game. I’ve always wanted a back mounted, hard hitting and accurate weapon for long range purposes without having to use a sniper rifle. Their implementation does not disappoint me, but they could use some upgrades especially because of the existence of the PHACT.
049ANSC
With 36 rounds and the fastest reload rate of all the sniper cannons, this is the easiest to use sniper cannon in the game. With good damage, accuracy, and a fairly spamable amount of ammo it can also be used at shorter ranges compared to other sniper cannons due to its higher melee ability compared to other sniper cannons or sniper rifles. Overall a well rounded weapon though its heavy weight and recoil prevents it from being used prolifically by lighter AC units, though that is not outside the realm of possibility.
050ANSC
Armed with only half the amount of ammo as its predecessor, slower rate of fire, and increased weight, it pays for its disadvantages with a slightly more accurate muzzle velocity, accuracy and damage. With only 18 rounds, one has to constantly pick shots with this weapon. At first glance the lighter sniper rifle seems to be a superior choice as there isn’t much of a difference between the two in terms of performance (not to mention the lighter SC has twice the amount of ammo), however, I find myself hitting more often with (mid sniper) than with the (light sniper) at least against AI testing which lends to its usefulness.
061ANSC
Ridiculously heavy sniper cannon with only 16 rounds of ammunition, it weighs way much more than the (mid sniper) and has less than half the ammo of the light SC and fires the slowest. However, it is the most damaging and the most accurate sniper cannon in the game.
Laser Rifles
AVIOR
A new laser rifle based on the ANTARES. It provides more damage than its predecessor without much compromise to other areas, which I just love. I find this weapon just as useful as the shell based 057ANNR, as it has the same melee ability and almost exactly the same muzzle velocity of its projectile, though the AVIOR’s 60 rounds of ammo means you have to pick your shots more often than the spamable ANNR, but other than that I think this is a great weapon overall.
Laser Bazooka
Another EN weapon I can learn to love. Its damage rating is comparable to a bazooka, thus lending to its description. Unlike bazookas in the game though, it has a superior melee ability, better shot velocity (on par with rifles) and better rate of fire than its solid shell counterparts. Surprisingly, it only drains as much as its other laser rifle counterparts despite the increase in damage. The weapon is also a good alternative or competitor to the CANOPUS. However, with only 32 rounds of ammo you have to pick your shots carefully, but still, its better than any of the bazookas available in the game.
Grenade Cannons
Grenade Cannon area effects done getting its radius and using it to find the area of the 2D circle:
OGOTO, TRAVERS, and SAPLA
Blast Radius: 88
Area of effect: 24328.494
Spherical surface area of explosion: 97313.974
YAMAGA and OIGAMI
Blast Radius: 106
Area of effect: 35298.935
Spherical surface area of explosion: 141195.740
Already we see a huge difference between launchers despite the small difference in the blast radius stat. Let’s not forget that we’re looking for a spherical area effect, and not a mere 2D circular area effect as the numbers show above, therefore I’m expecting the difference between the YAMAGA and OIGAMI’s splash damage to sky rocket once we factor in the spherical area of effect. At the moment, grenades are quite ineffective weapons due to their poor shot velocity and the speed game the AC:FA puts a premium on. The only way I can think of balancing grenades if they were proximately detonated as soon as they pass their target (without having to hit an obstacle in order to detonate) making their blast radius work for them at any range. Other than that, grenades have a hard time tracking areal and speedy targets.
On a side note, people in RH started calling the OIGAMI the ORIGAMI due to its long unfolding time of around 5 seconds.
Other stuff:
I take back what I say about the LAHIRE and would say that the SOBRERO is a truly superior generator when output is upgraded to the max. The shear EN efficiency of the SOBRERO offsets its low KP regeneration rate, as one is now allowed to perpetually fly and QB, assuming reasonably efficient boosters are equipped, without any serious penalties (except for the low KP regen rate). FROM should have prolly balanced this by giving it a much lower EN cap, thus giving it more limited QB usage.
I don’t think the PITONE needs any upgrades, it’s already good the way it is IMO. I’m just worried that the KAPTEYN’s high melee ability coupled with its roughly equal performance with the PITONE outclasses many of the sniper rifles if only it had more ammo than it already has right now.
EDIT: Included spherical surface area of explosion for grenade cannons