02-09-2010, 10:42 PM
(This post was last modified: 02-09-2010, 10:46 PM by Lord_Leperman.)
That design is already quite workable for most missions. You've got a high ammo count primary weapon and 2 back mounts that can volley fire to destroy many of the tougher grunts you come across (Not to mention the damaging RM3 extensions). You might have a harder time against arena and mission AC opponents, so I'd still recommend having a 2nd gun on your left arm instead of a 2nd missile pack. Most of the ACs you'll be facing in missions can easily dodge missile fire even from odd angles, so the only way to hit them constantly is with a direct fire weapon. Otherwise, you've got all the grunts pinned down with your high ammo capacity and missiles. Maybe Nix can give a more thorough review of your design. :p
I only have a couple of changes I'd recommend for your frame design though, first of which is to swap the VULTURE2 for the GULL if you feel like having a little extra kick in your boost power and boost drain. The GULL and LOTUS generators are perfectly made for each other since the GULL's low drain and high boost power offset's the LOTUS' low capacity and (relatively) low output. The GULL's high heat problem is then covered by the LOTUS' very low calorific value, easily taming the GULL's vicious heat stat (The highest among external boosters). On the other hand, if you want a stable, cooler combination try upgrading the generator to the G91, which the VULTURE2 should have no problem working with, and you get higher capacity, acceleration, and output as a result.
My second suggestion is to change the FCS to the MIROKU given your current weapons. The MIROKU will guarantee a bigger lock box, and a faster lock time for your weapons, which should make it easier for you to destroy stuff . Overall you already have a versatile design capable of finishing most missions. Your frame parts work well for a variety of situations, and it just needs a bit of tweaking for more specialized roles for specialized missions. Great job there
As for tunes, try to buff out the stat a particular part lacks. If say the part has poor EN defense stat, maximizing your tuning points on that stat will yield maximum benefits. Of course, the benefits of tuning the same stat diminishes as more points are added, therefore you might want to spread the points out to other critical areas if you've got its weakness covered. Then again, I'm lazy with mine and I usually tune 10 points on a particular stat.
Now you mentioned that you're a mid-range combatant, have you tried any of the rifles available in the game? I think you'll particularly like the 93RL for its all around stopping power, high ammo count, and accuracy. However the part is unlocked in a mission which I sadly don't remember.
With regards to using left arm weapons, try as much as possible to learn how to use them in conjunction with your other weapons. The benefits of having a ready weapon all the time that can be activated at a push of a button are tremendous, and can save your AC in a tight situation. Try starting out with single-shot left arm weapons first such as shotguns and bazookas, to get the feel of mixing up your left arm attacks with your primary attacks. Then try moving on to automatic weapons and see if you can hold long bursts on your opponent while moving. Don't worry, it just takes a bit of getting used to, you'll be able to use your left arm weapon often soon enough.
I only have a couple of changes I'd recommend for your frame design though, first of which is to swap the VULTURE2 for the GULL if you feel like having a little extra kick in your boost power and boost drain. The GULL and LOTUS generators are perfectly made for each other since the GULL's low drain and high boost power offset's the LOTUS' low capacity and (relatively) low output. The GULL's high heat problem is then covered by the LOTUS' very low calorific value, easily taming the GULL's vicious heat stat (The highest among external boosters). On the other hand, if you want a stable, cooler combination try upgrading the generator to the G91, which the VULTURE2 should have no problem working with, and you get higher capacity, acceleration, and output as a result.
My second suggestion is to change the FCS to the MIROKU given your current weapons. The MIROKU will guarantee a bigger lock box, and a faster lock time for your weapons, which should make it easier for you to destroy stuff . Overall you already have a versatile design capable of finishing most missions. Your frame parts work well for a variety of situations, and it just needs a bit of tweaking for more specialized roles for specialized missions. Great job there
As for tunes, try to buff out the stat a particular part lacks. If say the part has poor EN defense stat, maximizing your tuning points on that stat will yield maximum benefits. Of course, the benefits of tuning the same stat diminishes as more points are added, therefore you might want to spread the points out to other critical areas if you've got its weakness covered. Then again, I'm lazy with mine and I usually tune 10 points on a particular stat.
Now you mentioned that you're a mid-range combatant, have you tried any of the rifles available in the game? I think you'll particularly like the 93RL for its all around stopping power, high ammo count, and accuracy. However the part is unlocked in a mission which I sadly don't remember.
With regards to using left arm weapons, try as much as possible to learn how to use them in conjunction with your other weapons. The benefits of having a ready weapon all the time that can be activated at a push of a button are tremendous, and can save your AC in a tight situation. Try starting out with single-shot left arm weapons first such as shotguns and bazookas, to get the feel of mixing up your left arm attacks with your primary attacks. Then try moving on to automatic weapons and see if you can hold long bursts on your opponent while moving. Don't worry, it just takes a bit of getting used to, you'll be able to use your left arm weapon often soon enough.