Current time: 12-18-2024, 10:05 AM
Vajra
ps3 ACfa (1.4)
#1
Head: SOLUH-HEAD
Core: CR-LANCEL
Arms: TELLUS
Legs: 03-AALIYAH/L

FCS: FS-LAHIRE
Gen: GN-SOBRERO

Mboost: CB-JUDITH
BBoost: BB11-LATONA
SBoost: SB128-SCHEDAR
OBoost: S01-V3

RArm: HLR09-BECRUX
LArm: HLR09-BECRUX
RBack: NONE
LBack: NONE
Shoulder: YASMIN
RHanger:
LHanger:

Tune:
Capacity (Load/EN output/EN capacity/KP output)
2/50/50/0
Attack (Maneuverability/Firing Stability/Aim Precision/EN weapon skill)
50/0/50/50
Acquisition (Lock speed/Missile Lock speed/Radar refresh/Ecm resistance)
50/0/0/0
Primal Armor (Head/Core/Arm/Leg)
0/0/0/0
Boost (Horizontal-M/Vertical-M/Horizontal-B/Horizontal-S)
40/0/0/0
Special Boost (QB main/QB back/QB side/OB)
50/0/0/0
Control (Stability head/Stability core/Stability arm/Stability leg)
0/0/0/50

This design primarily focuses on hit n run tactics with ogoto + canopus, flaking with a few shots then running away. It might be unusual to have some alliyah parts on the frame alongside with an energy weapon but at the moment i dont feel the constraints of high drain.

EDIT: i changed some parts, double becrux = GODLY!!!!!
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#2
How about the White Glint core on this thing? Looks all superior to the AALYAH/C in most respects. It'll save you a lot of drain in the process and it won't really hurt you much as you aren't carrying any extensions in the first place.

My only gripe is with the weapons where they are primarily geared towards close range, with limited mid-range effectiveness (blast damage of the OGOTO and the fairly accurate CANOPUS), making them a bit inflexible when a situation calls for a long range fight or against a highly mobile unit at close range (especially if they're in the air where grenades are less effective).

All the rest seem okay though, dunno if the heavy weapons give you problems chasing after quick units though.
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#3
i forgot to put YASMIN lol
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#4
Have you considered adding more weaponry? Like say downgrading the OGOTO to the TRAVERS to save weight and potentially diversifying your weaponry by adding another weapon to the hard points? Say an accurate weapon for long distance shoot-outs so you don't have to constantly chase a fast backpedaling opponent. I'm thinking either spread missile on the back or a rifle on the front, something that will allow you to peck on an opponent at long range w/o having to waste precious energy in the process.

Up to you though, some people work better when they concentrate with just their primary weapons rather than have to mess around with various weaponry, just see what works for you.
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#5
ill be possibly overhaul the design for this one and as well as caliburn
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#6
changed some parts
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#7
Have you considered making your mech faster? I tried flying a double high laser mech and found that you have to have them within the farthest point of what people call as close range to be effective (except for the high laser weapon arms - they're passable at mid range). And have you considered using a generator with more KP output? You say you don't feel the constraints of high drain anyway; a longer EN gauge and faster KP output (for OB and def) at the cost of a little more weight won't hurt.
[Image: Method.gif][Image: oblivionef3.gif]
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#8
I'd like to suggest either the White Glint or the Lancel leg parts. White Glint parts are pretty much superior to Aaliyah parts. The Lancel leg parts are in case your mech is strugling with its weight. I had a design with just double canopus and I found it moved/felt better with Lancel legs because the Lancel legs had more weight limit. Just max out turning ability for the Lancel legs, and maybe add a little weight into the White Glint legs. I'd estimate White Glint legs' turning ability is better than Lancel's by around 200 points (but that's just the way I estimated it. Never looked into the exact numbers)
[All systems online. Kojima output normal. Synchronizing AMS Compatibility... Done. Engaging Primal Armor... Done. All systems green. Firing main boosters.]
"Blackwing, let's fly!!"
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