01-21-2009, 07:17 PM
MOTORCOBRA 1.3
The 1K rounder MG returns with a vengeance, the MOTORCOBRA (and machineguns in general) boast an increase in muzzle velocity by over 100 points from 1.2, and somehow, that was enough to make it the easiest weapon to use, and one of the most effective weapons to use in FA 1.3. The high PA damage stat on this weapon makes it easy for users to strip PA off their opponents, or deal the actual damage itself in the long run. It’s also light enough to be wielded by almost any unit type in the game, and its high melee ability makes it easy to track opponents even off screen. It also has near bottomless ammo reserves making it suited for endurance fights. However, it is still primarily a close range weapon due to its slight bullet spread, and thus not a true game balance breaker like the 063ANAR in 1.2.
063ANAR 1.3
The best weapon in 1.2 has finally been balanced with lower accuracy, damage, and a lower magazine reserve. The 063ANAR current stats seem to place it on the level of the ACACIA with greater accuracy and a slower rate of fire. It is still a good weapon for gauging or poking opponents from a distance because of its accuracy and huge ammo count.
Grenade Cannons:
SAPLA 1.3:
With all the general speed decrease of ACs, the SAPLA got a muzzle velocity boost which now allows it to hit targets even in the air. Against ground targets it can deal a large amount of damage due to its short reload and damage rating, and two of them on an AC can make short work of even the most heavily armored opponent, stunning repeatedly provided their PA is broken through. Though primarily a short range weapon, if paired up with a rapid-firing, PA stripping weapon such as a chaingun or a machinegun, the damage rate increases as the lower an opponent’s PA gets, due to the SAPLA’s poor PA penetration along with other grenade cannons in general. However, with 12 rounds and a fast ROF, each miss from this weapon is keenly felt. However, pound per pound, it is still the best grenade cannon in the game. IMO it should weigh heavier, at least as much as the hand mounted TRAVERS grenade launcher because as it stands, I feel it is still too light for its capability.
OIGAMI
The OIGAMI got a nerf of around 100 points of speed for its muzzle velocity, but the OIGAMI boast to be the highest stunning weapon in the game. Even tanks can be stunned by this weapon even with full PA, allowing various weapon combinations to be paired up with it. But it still has the same 10 rounds of ammo, and it still just as heavy as before. Equipping 2 SAPLAs do a better job for most situations than a single OIGAMI IMO.
Generators:
LINSTAT
The LINSTAT now boasts the highest KP regeneration rate of any generator before it without sacrificing much output for a very light weight of 500. With this, it is well suited for defensive ACs with low drain and efficient boosters, allowing them respectable mobility with almost instantly regenerating PA, which lend to their survivability in combat.
JUDITH
A light but very balanced generator, the JUDITH has decent KP and EN refresh at only 650 weight points. A light generator with no real weaknesses overall, prolly has the best EN/KP to weight of generators.
LAHIRE
A slightly heavier version of the JUDITH with marginally better KP and EN refresh at the cost of 900 weight. The bonuses are somewhat insignificant compared to the JUDITH, but it never hurts to have extra EN and KP refresh for extra weight in some designs.
ALYIAH
A generator with high KP and EN refresh, this boasts the 2nd highest EN refresh next to the SOBRERO. However, the ALYIAH is very heavy at 2800 untuned, and is preferable only for heavies in need of energy without sacrificing PA with much weight to spare.
SOBRERO
Still the highest EN output generator in the game. It also has the lowest KP regeneration rate, making it a risk for some designs to use. Its high refresh should compensate its low KP regeneration by giving an AC virtually unlimited mobility.
Other things of note:
The general decrease of FCS radar makes it somewhat necessary to tune the radar refresh rate on most designs, or to supplement radar performance with back mounted radar parts.
Missiles aren’t as bad as I originally thought. They can hit some opponents, but not as often as in 1.2. They’re still good for distracting opponents and confusing an opponent’s radar screen.
The 1K rounder MG returns with a vengeance, the MOTORCOBRA (and machineguns in general) boast an increase in muzzle velocity by over 100 points from 1.2, and somehow, that was enough to make it the easiest weapon to use, and one of the most effective weapons to use in FA 1.3. The high PA damage stat on this weapon makes it easy for users to strip PA off their opponents, or deal the actual damage itself in the long run. It’s also light enough to be wielded by almost any unit type in the game, and its high melee ability makes it easy to track opponents even off screen. It also has near bottomless ammo reserves making it suited for endurance fights. However, it is still primarily a close range weapon due to its slight bullet spread, and thus not a true game balance breaker like the 063ANAR in 1.2.
063ANAR 1.3
The best weapon in 1.2 has finally been balanced with lower accuracy, damage, and a lower magazine reserve. The 063ANAR current stats seem to place it on the level of the ACACIA with greater accuracy and a slower rate of fire. It is still a good weapon for gauging or poking opponents from a distance because of its accuracy and huge ammo count.
Grenade Cannons:
SAPLA 1.3:
With all the general speed decrease of ACs, the SAPLA got a muzzle velocity boost which now allows it to hit targets even in the air. Against ground targets it can deal a large amount of damage due to its short reload and damage rating, and two of them on an AC can make short work of even the most heavily armored opponent, stunning repeatedly provided their PA is broken through. Though primarily a short range weapon, if paired up with a rapid-firing, PA stripping weapon such as a chaingun or a machinegun, the damage rate increases as the lower an opponent’s PA gets, due to the SAPLA’s poor PA penetration along with other grenade cannons in general. However, with 12 rounds and a fast ROF, each miss from this weapon is keenly felt. However, pound per pound, it is still the best grenade cannon in the game. IMO it should weigh heavier, at least as much as the hand mounted TRAVERS grenade launcher because as it stands, I feel it is still too light for its capability.
OIGAMI
The OIGAMI got a nerf of around 100 points of speed for its muzzle velocity, but the OIGAMI boast to be the highest stunning weapon in the game. Even tanks can be stunned by this weapon even with full PA, allowing various weapon combinations to be paired up with it. But it still has the same 10 rounds of ammo, and it still just as heavy as before. Equipping 2 SAPLAs do a better job for most situations than a single OIGAMI IMO.
Generators:
LINSTAT
The LINSTAT now boasts the highest KP regeneration rate of any generator before it without sacrificing much output for a very light weight of 500. With this, it is well suited for defensive ACs with low drain and efficient boosters, allowing them respectable mobility with almost instantly regenerating PA, which lend to their survivability in combat.
JUDITH
A light but very balanced generator, the JUDITH has decent KP and EN refresh at only 650 weight points. A light generator with no real weaknesses overall, prolly has the best EN/KP to weight of generators.
LAHIRE
A slightly heavier version of the JUDITH with marginally better KP and EN refresh at the cost of 900 weight. The bonuses are somewhat insignificant compared to the JUDITH, but it never hurts to have extra EN and KP refresh for extra weight in some designs.
ALYIAH
A generator with high KP and EN refresh, this boasts the 2nd highest EN refresh next to the SOBRERO. However, the ALYIAH is very heavy at 2800 untuned, and is preferable only for heavies in need of energy without sacrificing PA with much weight to spare.
SOBRERO
Still the highest EN output generator in the game. It also has the lowest KP regeneration rate, making it a risk for some designs to use. Its high refresh should compensate its low KP regeneration by giving an AC virtually unlimited mobility.
Other things of note:
The general decrease of FCS radar makes it somewhat necessary to tune the radar refresh rate on most designs, or to supplement radar performance with back mounted radar parts.
Missiles aren’t as bad as I originally thought. They can hit some opponents, but not as often as in 1.2. They’re still good for distracting opponents and confusing an opponent’s radar screen.