05-04-2007, 01:17 PM
(This post was last modified: 05-12-2011, 07:59 AM by Lord_Leperman.)
Halimaw:
EYE3
UA
AG
FA
VOLUTE
VULTURE2
G91
ANANDA
MEDUSA2
GAR
HYDRA
KARURA
93RL
BP
none
none
Essential ops: screens, CODON, KISIOH
I decided to make this thread in order to answer some questions to why I designed such an AC and ran it in PACT I.
First off, I wanted an effective design, which is something reasonably mobile while having ample firepower and defense while not sacrificing too much of any of the three for the other. Second, I wanted it to be different. Based on previous encounters with other RR members, I noticed there was a lack of heavyweight ACs in the designs they used. Third, I wanted a design that can handle anything, lightweights, mids, heavies, RJs, anything. I ended up with Halimaw after consolidating those three interests.
The frame design revolves around 2 essential parts, the FA and the UA. The FA legs are the lightest of all heavy legs, have the second highest turn-rate, and relatively high defensive stability, the only problem is its rather low shell defense compared to most heavy legs and its relatively high stationary drain stat compared to most legs. Its drawbacks however, are compensated by its decent EN defense. The UA grants high AP and high shell defense, while maintaining an ultra low EN drain stat, therefore covering the main weakness of the FA leg set. Thus the resulting design was light and very mobile for a well armored AC in its weight class. The AG arms and the EYE3 were there for asthetics, though the extra armor on the EYE3 was a welcome bonus and an easy choice.
In terms of visual appeal, I think Halimaw attracts those who are fans of grunt mechas in different anime shows. The design sports a boxy-look, much like the antagonist mechas of different mecha series' (Such as the grunt baddies in Eureka7, also designed by Shoji Kawamori). The classification of Halimaw as a heavyweight also appeals to those who like mechas with lots of firepower (Battletech fans come to mind). If it were to fill a soldier category, it would be classified as support infantry. The colors were inspired by Sledgehammer's design. I actualy did the color scheme back during the SL era prior to the his re-appearance in NX's bonus disk.
The choice of weapons reflect accurate and heavy firepower for all ranges. The RL + BP combo is fairly accurate at mid range while still dealing a high damage rate and maintaining a reasonably workable lockbox. The nature of the arm weapons make it ideal mid-range damage dealers (hard hitting yet relatively slow speed projectiles).
The back-mounts were meant to fill in the gaps where the arm weapons fill in, namely long-range engagements and CQB. The KARURA + GAR combination was meant to discourage CQ combatants, as a dual SP locks doesn't do well in those types of situations, the Shotgun-effect of the missiles partially blinds opponents (lol ninja smoke-bomb) forcing them to dodge the swarm, or risk taking massive damage while allowing Halimaw to gain some distance where its arm weapons can do their optimal damage. However, this isn't a permanent solution, the KARURA + GAR was simply meant to buy the design some time to bail-out of a sticky situation by preventing a CQ encounter in the first place.
The HYDRA + GAR combination was meant to be used against long range combatants. The spread-size of the missile swarm distracts long-range combatants (sometimes hitting them, chipping off some AP), allowing the design to move in to its optimal medium range. The effective range of the HYDRA + GAR becomes constant at the range of 250-350+++, exceding the effective range of most sniper weapons. Since the HYDRA becomes more effective as the distance between opponents increases. Opponents are then forced to close the distance to render the missiles less effective. With a little effort on the part of Halimaw's pilot, the ideal range of combat can be maintained throughout the course of a match.
The design and weapons are pretty straight-forward, however I did mention there was a secret to this design in <a href='http://www.ravenrepublic.net/forums/index.php?showtopic=232' target='_blank'>this</a> thread.
The secret was, it can fly (after droping both backmounts and extensions)
That was the very reason why I chose the VOLUTE over the popular F73H despite the superiority of the overall lock-box size and range of the later FCS. The balanced lock-box gives the pilot an advantage against every design type using the F73H especially if the design can fly for a good duration. This was the reason why I dropped my backmounts half-way through with my final match with Nix. Prior to the final match, I used each of the backmounts to a great extent, and after losing the previous match I was thinking that I might have been too predictable at that time. So come the final match, I thought of finally employing my secret tactic, which was to spend most of my time going up and down to throw off the F73H's lock. That wasn't easy however, as Nix is very very good at tracking opponents and keeping them in his sights, however the nature of our lock-boxes gave me an adge against him whenever I took to the skies, which in the end helped me claim the championship.
To be honest, I was reluctant to pilot the design about a week before the tournament. There were other contending designs in my head, notably a middleweight armed with an RL, R3, and GAEA EOs which was a lot more mobile and had a lot of firepower as well, and a lightweight with the RS + HP combo (will post this soon). But I decided to stick with Halimaw in the end, as crazy as it may sound, I had some part of the design in myself and part of myself in the design. It kinnda grew in me to the point that I'd know what weapon to use at every situation.
Well, there it is... The story of Halimaw.