03-12-2007, 05:15 PM
....when you have too much of a good thing.
Lite Jousting is gone, replaced with lovely tactics such as flying. The DEMON is hell when even the AI have trouble finding you, and I'm damn good at aiming now. However, my current build looks BAD (numbers wise, that is). Specifically, I desperately need higher Condenser Capacity (EC doesn't even do it for me). So, here's Parthenogen after one hell of a renovation.
Pilot: Deuce
AC: Parthenogen
Head: DRONE (100% Shell Def)
Core: /UL (100% Shell Def)
Arms: FG (30% Weight, 70% Shell Def)
Legs: VIXEN (40% Shell Def, 60% Max Leg Weight)
Booster: GULL (50% Boost Power, 50% Booster Heat)
FCS:73H
Generator: LOTUS (100% EN Output)
Radiator: R92 (100% Weight)
Inside: N/A
Extension: RM3
Back R: 73MP
Back L: 72M2
Arm R: DEMON
Arm L: HP
Hangar R/L: 69H
Optional Parts: AMINO, ES, EC, LA, L+, GOLGI, HISTON, R+
The OB is for whenever my AC is grounded (like in tight, small arenas; Spaceport is a good example), because the AC is not built to take many hits. Flying usually makes that a non-issue. However, it's far too easy to hardland (especially when you're out of energy) and just as easy to have your energy run dry.
DEMON+GOLGI+HISTON is a downright bitch to AP if you're on the wrong end of the barrel, but it drains like hell and makes boosting and using it near impossible.
I find that having two sets of missiles (one hard hitting, other perfect for spamming) is a great bonus for flying ACs. The M2 takes awhile to hit max lock, giving you time to harass slow, powerful ACs with the HP. The MP is a bit faster to reach max lock and does lots of damage, making it the perfect choice against agile ACs. The extensions add to the ouchies, especially with the M2. (14 missiles at max lock. Yeah, that's right. OUCH.)
If all else fails, there's dual 69Hs hangared under the HP and DEMON, and if that fails then I shouldn't be playing Armored Core.
I haven't playtested this much, but what playtesting has been done confirms my suspicions that this is a very nice design suffering from some horrible flaws.
Suggestions would be appreciated.
And in closing, I would like to thank Grimlok for teaching me the way of the jink. That particular method won me the battle with Evangel Pulverizer using nothing but a tank with LX, SELENA, and FENRIR. The twitch dodge came in handy, but the mighty jink held my AP in place just long enough to squeeze off the critical FENRIR shot. Thank you, Grimlok, for sharing your wisdom.
--Etienne Noir, the grateful
Lite Jousting is gone, replaced with lovely tactics such as flying. The DEMON is hell when even the AI have trouble finding you, and I'm damn good at aiming now. However, my current build looks BAD (numbers wise, that is). Specifically, I desperately need higher Condenser Capacity (EC doesn't even do it for me). So, here's Parthenogen after one hell of a renovation.
Pilot: Deuce
AC: Parthenogen
Head: DRONE (100% Shell Def)
Core: /UL (100% Shell Def)
Arms: FG (30% Weight, 70% Shell Def)
Legs: VIXEN (40% Shell Def, 60% Max Leg Weight)
Booster: GULL (50% Boost Power, 50% Booster Heat)
FCS:73H
Generator: LOTUS (100% EN Output)
Radiator: R92 (100% Weight)
Inside: N/A
Extension: RM3
Back R: 73MP
Back L: 72M2
Arm R: DEMON
Arm L: HP
Hangar R/L: 69H
Optional Parts: AMINO, ES, EC, LA, L+, GOLGI, HISTON, R+
The OB is for whenever my AC is grounded (like in tight, small arenas; Spaceport is a good example), because the AC is not built to take many hits. Flying usually makes that a non-issue. However, it's far too easy to hardland (especially when you're out of energy) and just as easy to have your energy run dry.
DEMON+GOLGI+HISTON is a downright bitch to AP if you're on the wrong end of the barrel, but it drains like hell and makes boosting and using it near impossible.
I find that having two sets of missiles (one hard hitting, other perfect for spamming) is a great bonus for flying ACs. The M2 takes awhile to hit max lock, giving you time to harass slow, powerful ACs with the HP. The MP is a bit faster to reach max lock and does lots of damage, making it the perfect choice against agile ACs. The extensions add to the ouchies, especially with the M2. (14 missiles at max lock. Yeah, that's right. OUCH.)
If all else fails, there's dual 69Hs hangared under the HP and DEMON, and if that fails then I shouldn't be playing Armored Core.
I haven't playtested this much, but what playtesting has been done confirms my suspicions that this is a very nice design suffering from some horrible flaws.
Suggestions would be appreciated.
And in closing, I would like to thank Grimlok for teaching me the way of the jink. That particular method won me the battle with Evangel Pulverizer using nothing but a tank with LX, SELENA, and FENRIR. The twitch dodge came in handy, but the mighty jink held my AP in place just long enough to squeeze off the critical FENRIR shot. Thank you, Grimlok, for sharing your wisdom.
--Etienne Noir, the grateful