2014년 9월 29일 월요일

Armored Core Verdict Day : Beginners Guide #8 - Some Examples of Weapon Combination

      My computer got stuck in ill & doesn't work well :p I know I should upload some more articles, but my situation is getting worse than my prediction. Anyway today's topic is to suggest a bit easy-to-use weapon combinations with each screenshots below. :3






Close range firing - Dual Battle Rifle/Shotgun+Plasma gun/Large Missile
Targets - Slow enemies, BRs for heavies or tanks, & Plasma+shotgun for HRJs or fortress quads
Weak against - Fast enemies as you know :p

      Quite easy to get assault into frontline. Usually be combined with H biped, but can be loaded on lightened HRJ or quad unit. Will be activated like this video, or this(HRJ, primary has been changed to HEAT machineguns). However no good to handle light ACs or snipers cuz of short range/muzzle velocity of weapon sets.






Mid range fire-support - Dual gats+Plasma Missile/Sub weapons on bay units
Targets - Light quads or HRJs, especially with Laser-speed tactic
Weak against - Heavy armed H bipeds or tanks, snipers as well

      Counter build of Laser-speed combo, which I'll suggest below. Gats have two main roles against them; Preventing damage of missiles, & getting stabilized KE dealing. However it doesn't have enough explosive firepower against non-proper enemy unit, & you'll have to think about equipping it once more.






Close-Mid Assault - Dual Sniper Rifles/Dual Battle Rifles with enough DPS/Dual Sub computer
Targets - Any ACs except for super-lightened fast units
Weak against - Mid range fighter with enough AP/armor stats, or a KE shield

      Usually used on LRJ(SAWARIBI customized) with KE/TE shield, which is so-called as pop-shooter. This one is a firepower enhanced type, & battle rifles are added on bay units to backup low DPS of sniper rifles. Strong if map is fulfilled with obstacles or skyscrapers, but no good in plain maps which face-2-face dogfight can be easily engaged.






Shoot-throw, Nuking at first & dealing with secondary weapons - KARASAWA+rifle, backed up with Au-L-K29 & battle rifle
Targets - Any targets
Weak against - Close range shooters

      By throwing KARASAWA away, it could gain enough speed & EN output to take almighty roles. However no good at fighting without ally cover & you'll have to get co-op movement with your ally units. Rifle/Battle rifle can be changed with your strategy of impact-shooting.






Laser-speed light quad - Dual hi laser+hi speed mssl & backup units on bay
Targets - All enemies with under 1870 KE armor
Weak against - Close range shooters with TE DPS, or same Laser-speed tactic if you don't have enough KE armor.

      Against SL/KMB-118H, CIWS is half useless cuz IT IS JUST EXTREMELY FAST, & that's why gat+jupiter is suggested as counter weapon set for this unit. Anyway it's just fucking strong in any situations if covered enough, & you'll have to think about your defense system, or assassin unit to get it quick. I seldom use this cuz it's too strong & have no fun to use :p You could drive it in similar way with pop-shooting.






Ally support mid biped - Dual Battle rifles/Dual Pulse guns/CIWS
Targets - This unit is for providing ally support & cover firing :3
Weak against - When left alone, as you see.

      Usually used with co-op strategy & gets stronger when enemy force is depending on missiles for gaining their firepower. But no good at assaulting in front & you'll have to get enough position in behind. It's a kinda supprotive unit, not so proper to hunt down enemies quick. Could be driven like this vid.






Close-range shooter tank - Dual HEAT cannon with sub weapons
Targets - Slow enemies which should be disabled quick
Weak against - You should remember that tank AC cannot do anything when left alone.

      Good to kickout H bipeds/HRJs/Tanks quick, & strong in story missions with enemy ACs as well. Could be used like this. However it has extremely short combat range & you'll have to think about "when to get into battlefield". Maybe you'd better get ally units' support action to use this well, cuz tank AC CANNOT do anything when left alone.






Close-Mid shooter tank - Dual Cannon/Reserve Magazine/Sub weapons
Targets - All enemies without KE shield
Weak against - Snipers or KE shield equipped unit

      Another cannon-armed tank. Usually recommended to customize cannons with accuracy level 3 to get enough locktime/muzzle velocity. Could be used as HEAT cannon tank above, with same tactics.





      These are just examples & you'd better find your own weapon set which is proper in your hands. Thx for watching & reading :3

2014년 9월 11일 목요일

Armored Core Verdict Day : Beginners Guide #7 - About Scan Mode

      Article for scan mode this time. You've already know about scanning I guess, but maybe you'd better know the detailed spec of scan mode, to gain intels with using recons, or recovering your energy gauge. Let's see then :3



#1. Gathering info of enemy unit

(You can see stats of target by scanning, & it's very important)

      By scanning, you can see enemy unit's detailed stats; weapons, armors, AP, distance from your AC & your weapons' effectiveness. As you know, in ACVD you'll have to scout, to find proper enemy for your own weapons; you don't wanna use your HEAT machineguns to heavy ACs, or some pulses onto tanks, or lunge with light AC onto enemy with pulse machinegun or sth I guess. & that's why "scanning" is important. You must check enemies & get a proper strategy, at least to be survived.

      To scan the target, you'll have to check your head's scanning ability. Most of CE & some of KE head has enough scanning ability, which almost all TE heads don't have, & I usually recommend to equip HF-227(Maggy KE head) or some CE head to find proper target quick. Of course you'll have to prepare your recons to search enemy behind obstacles. Gathering information is important, same as building your AC.





#2. Recovering energy of generator

(EN recovery 3300? Is this possible to use in sorties?)

      OK. I think you've already recognized that scan mode makes your EN regeneration much faster than in combat mode, but maybe you thought "WHY" about that topic I guess. Let's see then.

(Of course :3)

      In scan mode, you don't have to care about EN consumption of these parts; FCS, arms, weapons on arm, bay & shoulder. Cuz their EN consumption will be cut down while you're in scan mode, & that's why the build like screenshot above can be exist. You can see how it goes with watching vid above as well :3

      However, it means that you cannot use your FCS & weapons in scan mode, including some additional supportive units as CIWS or sth, though you can use boostcharge in scan mode. By this, you'll have to think about "when" to turn on/off scan mode in action. That can conclude your battle result at last.



      A bit short article for now Xp Maybe I'd rather empower my writing skill as well...
      Always thx for watching & reading :)

2014년 9월 3일 수요일

Armored Core Verdict Day : Beginners Guide #6 - About Recon Units

      If you wanna get a victory, then you should know yourself at first, & also gain intels about enemies. & recon units are the most important parts to think about that topic. If you're confused for choosing these ones, maybe this article could be helped I guess.

※ Time stat of recon units is calculated by framerate(1/60sec) & you could switch it by dividing it with 60; ex) if a recon has 3900 of its active time, then it will be deactivated after 65 seconds(by a formular of 3900/60).
※ Ammo of recon is related with core parts, & you can see recon ammunition on the stat screen of core part. Usually KE type core has enough ammo to scout, of course there are some exceptions though.





#1. Sticky Type



(Standard sticky recon with moderate stats)

      First recon units. Easy to scout from long range before getting fight, but has quite strange abilities to use. First, it doesn't get active when flying, & start scouting when it got stuck on terrain, enemy AC or some other targets. So you'll have to throw it with precision. Second, its durability & scouting radius is not so good than your expectation. You could compare these with other types of recons to recognize this. Third, it needs to be thrown, & not so good at mobile combat with using terrain, unless you put some recons as your plan or sudden prediction. You'll have to think about when & where to use.





#2. Follow type(Tracker type)



(Long range type follower recon, but has too short searching time to use)

      Quite easy to use, cuz it'll follow you after deployed, with scouting enemy targets nearby you. However, these recons has short active time & you'll have to choose "when" to scout enemies well. Of course you'll have to think about your recon ammo, & I don't recommend using this type of recons with some cores with less than 40 recon ammos. You'll have to think about your build & strategy once again to use it well. I usually take these on defense missions, or relatively plain maps.





#3. Floating type(Hover type)  

(Floater recon with really long durability & enough scout range)

      Can be called as a defensive one, or an agressive type for fast scouters. & the most proper recon unit for UNACs, cuz they'll get really large sight for their operator. When deployed, it'll start scouting near it, not moving around. Though it has no good at fast scouting, however, it has ideal time & radius for recon & if you get some skill for using this, it'll help you much I guess. My most usual type of recons, cuz it can prevent enemies' backstab as well, by spamming behind your track.





      Recons can be treated as sub units & maybe you don't care about this, but I recommend you to think about this once more, to know yourself, recognize enemy forces, & get your own victory.

      Always thx for watching & reading. Have a nice war :)

2014년 8월 22일 금요일

Armored Core Verdict Day : Some of My Personal AC Suggestions

      Non-serious, just a bit personal article. This one contains some of my mechs with descriptions. Maybe you could take some idea here I guess.





      Mid bipedal. A flagship of Les Annees Folles. This coloring is based on former team color of Team "Les Annees Folles" in ACV. However I wasn't the one who could be a good leader I think...Anyway main tactic is K29 Calendula firing, & light AC would be suffered from short range mssl & HEAT machinegun. Quite similar with Blue Magnolia.





      Heavy bipedal. My most usual AC, cuz I'm no good at using mobility of AC & tend to rely on armors. I calculated about half-penetration lines of usual weaponaries & it's quite thick in any situation. Battle rifles are usually specified on accuracy for handling enemy light ACs, but could be changed into Podenka sometimes, to get heavy ACs.





       Mid tetrapod. Has balanced stats & quite easy to use. Battle rifles for heavies & tanks, & K29 Calendula for tetras or HRJs, & hi spd mssl for light ACs. Sometimes I switch L arm to snipercannon, & R arm to KE shield to siege enemy turrets in special sorties.





       Heavy tetrapod. For sp squad missions. Bay/shoulder units can be switched in any weapons, & sometimes I take dual battle rifles with wide sub computers to support allies after turret is all disabled.





       Mobility specified heavy bipedal. Armed with KARASAWA & uses shoot-throw tactic. Sometimes equipped with plasma/shotgun to hunt down heavy tetras, & booster will be changed to BA-214 to gain enough EN output.





       Midweight tank. Dual HEAT cannon & hi speed mssl. Quite strong in face-2-face fighting, but I'm no good at driving tank & I seldom use it :p Recon unit can be changed to hover type to prevent backstabbing of pile & blades.





      Heavy RJ. Mobility spec with plasma/shotgun/VTF. Can erase heavy tetra very quick, & lights with HEAT mg as well. However TE armor isn't enough to guard plasma mssl or pulse gun assault :p Maybe I should change head to Chief head...Anyway sometimes I equip WAKAKUSA mdl.2 as L arm/bay, & Calendula+shield as R arm/bay, to get mid range shooting with mobility.





      Heavy RJ. Moderate spec with KARASAWA shoot-throw. After KRSW is depleted it could gain enough speed to get mid range shooting, but has low turning ability. Shoulder can be changed to VTF. Actually it's a kinda AC for fun, not ftw :p




      These are my recent builds. If you've got an idea for your own mech, then I could say it's my pleasure.
      Always thx for watching & reading :)

2014년 8월 20일 수요일

Armored Core Verdict Day : Beginners Guide #5-1 - Let's have a look into SIGNS UNAC & DLC UNAC

      To gain more slots for your own UNACs, you'll have to purchase DLC UNAC preset. Each preset will offer a slot, & you can gain 6 slots by buying normal UNAC completed set, & 2 slots by getting special UNAC completed set. I purchased both completed sets & now have 9 slots for my full-customized UNACs. However, if you don't have enough chance or method to buy those, you could use SIGNS UNAC as ally units. Maybe you could build your UNAC based on their operations, cuz AI of SIGNS UNAC is not so bad at all, but quite good if the build is correctly adjusted. This time I'll have some descriptions for each SIGNS UNACs, & DLC UNACs as well.





#1. SIGNS UNAC
      By clearing more story missions, you could unlock more UNACs offered by SIGNS, & you could have better reinforcements for then. However, each UNACs have its weakpoints, & you'll have to take care of the points to use them well. Or you could just build a good AC & load their AI for it, & it'll work a bit better I think.







SIGNS UNAC A, D, S/01 - Provides just minimum for each roles, but good to use as AI base of your first UNAC

Capable for - None. Cuz they use all junk parts.
Weakpoint - Everything. Junk parts cannot work for your expectation.

      Basic UNACs. However you don't have to use these ones as ally units intentionally, cuz as you see above, they all use junk parts & don't have enough combat ability, both for stories & sorties. But I think you could use AI of these for your first UNAC, cuz they're using all basic chips with enough efficiency. If you want an UNAC to get together in story playthrough, I could recommend you to adjust D/01 tank UNAC's build into a bit proper way with dual autocannon & some missiles.





SIGNS UNAC A/02 - Assaulter on enemy unit's head with flashbang

Capable for - Distraction. It's quite strong in 1v1 situation.
Weakpoint - Low armor & firepower

      If you want to build a fast UNAC, then you could use AI of A/02. It uses hi power type booster & will lunge into enemy force very fast. & its movement pattern is enough to disturb slow enemies as well. However its weapon is dual pulse machinegun & don't have more firepower. You'll have to check this point & get some fire-support while it's doing its role.





SIGNS UNAC D/02 - Tank with heavy firepower & high TE armor

Capable for - Fire-supporting for story missions, or base of your tank UNAC as well
Weakpoint - All TE armor parts makes its real defensive ability in real bad :p

      This UNAC is a problem suggested by From to all architects; Can you make it in a better way? Its operation is not so bad for tank UNAC, & firepower is really heavy to kick out ordinary ACs. The weakpoint is build & if you take a bit more KE/CE armor, it'll be a good fire-supporter for you I guess. Maybe changing weapons to more effective ones would be much better.





SIGNS UNAC S/02 - Sniper with mobility, but slight armor as well

Capable for - Mid-long range sniper support
Weakpoint - Low armor & AP, Low close range combat ability

      Second question from From. & this time you'll have to think about two weakpoints; DPS & close encounter ability. Weapon system isn't so bad I think, & you'll have to adjust its AI & armors to a bit better way. Maybe giving some handguns, shotguns, or a flash rocket could make it have better close-counter ability.





SIGNS UNAC A/03 - Fast speed with firepower & impact force

Capable for - Distraction, or some close range fire support
Weakpoint - Low AP & armor.

      This UNAC is equipped with a CIWS unit, & it'll take a close range combat. then you could prevent enemies' mssl fire by sending this unit, though CIWS AI will be activated when missile is just flying toward it. Anyway you'll have to think more to enhance combat ability of this UNAC.





SIGNS UNAC D/03 - Assaulter with dual battle rifle & VTF missile

Capable for - Neutralizing low CE armored targets
Weakpoint - Low KE armor to get close range combat :p

      Like I said here, AI of SIGNS UNAC is not so bad. By adjusting just a lil bit, you can build a murdering machine. The only weakpoint is KE armor.





SIGNS UNAC S/03 - No use at all!

Capable for - None. Cuz its build & AI are all disconnected & not working well.
Weakpoint - AI. Readied firing chip has a bug of "No canceling".

      Really weird one, & I recommend to use another SIGNS UNAC rather than this, cuz its build is quite strange to get efficiency, & AI of readied firing has a bug that cannot be solved. When snipercannon is outta ammo with target sighted, it won't move at all after that moment. I'll say once again, you'd better use another one.





SIGNS UNAC S/04 - Air sniper with enough mobility

Capable for - Mid-long range fire support, or kicking out enemy tank quick
Weakpoint - Low CE/TE armor, Low firepower after snipercannon's ammo depleted

      If you've purchased collectors' edition version of ACVD, you could remember this one, same as on your desk. It's a main AC of ACVD & has enough combat ability as air sniper. If you wanna enhance its armor, you'd better change head & core I guess. Of course, if you think KE shield is no use for it, you could change it to another weapon, with proper chips onto its AI.

※ This AC is the one driven by the protagonist of ACVD. It means that the New Dark Raven has kicked N-WGIX/v's ass by just using snipercannon(& maybe boostcharging in first phase)...Damn you, Irregulars!! Little Rave feels jealous now! XD





#2. DLC UNACs
      DLC UNAC is from japanese magazine's collection event of ACVD, & has enough combat ability for each situations. I recommend you to have a look into their builds & AI operations.



FB-4L001/S - Tetrapod with Sniper/Battle rifle

Capable for - Mid-long range fire support
Weakpoint - Slow speed, Low TE armor

      Built on YOMOGIU mdl.1 & it has low speed & high turning ability. & it makes its strategy quite better. It'll snipe enemies first, & if target is too close, it'll start counterfire with its battle rifles. Of course it has dual subcomputer with 500FCS & lockspeed is extremely fast. I have an experience of merc victory in 1+1 vs 4 situation with this UNAC, & it played very well as tetra sniper unit & KE/CE tanker, till I erase all enemy mercenaries with my firepower.





FB 2L002/A - Distraction specified unit

Capable for - Just for disturbing enemy
Weakpoint - Extremely low firepower. 1 light gat & 1 pulse gun...:p

      Adjusted version of SIGNS UNAC A/02. Has excellent EN management ability & ordinary pilot cannot escape from its assault I guess. AI is just built for chasing & backstabbing, & it could be a base of your light AC as well. However it has actually no firepower at all, as you see above, though it's quite tanky for dual shields.





FB-2H003/A - Heavy bipod with enough armor stats

Capable for - Close-mid range pursuer
Weakpoint - Relatively low KE armor, low KE firepower

      Dual Strekoza will destroy everything in front of it. However I don't know why it grabs 2 handguns as primary KE weapon...3500gat is much better in both gaining anti-recoil & stabilized DPS...Maybe it's an another question from From I guess. & about missile unit, you could change it to any missiles, & maybe VTF or hi speed missile would be a good choice for this one.





FB-2M004/A - Mid biped with stabilized combat pattern

Capable for - Quite almighty
Weakpoint - No specified points

      Ordinary & ideal model of mid bipod UNAC. I don't have any explanations for this one. If you're not satisfied for its firepower, then you could adjust a bit & give it more powerful weapons. If low CE armored target is acquired, it'll start firing its HEAT machinegun to erase it.





FB-TA005/D - Tank with EXTREMELY high armor

Capable for - Tanker & close-mid fire supporter
Weakpoint - EXTREMELY SLOW

      Its firepower is very strong & you'll have to think once more to get face-2-face fighting against this one. However, its speed is the lowest one of all avaliable tank ACs & you'll have to wait, & be suffered till it gets inside battle zone. Maybe getting some defensive tactic would be a good idea. Additionally it's very weak against KE shield, & you'll have to break them by yourself. By adjusting a lil bit, you could have a mini-sized Arms Fort.





FB-RH006/S - Mid range sniper with close range counter bay weapons

Capable for - Mid range fire support
Weakpoint - Relatively low AP & No TE armor at all, though its mobility & AI are not so bad

      Final DLC unit with same concept with first quad, but it's more agressive & will change its weapon to plasma gun & shotgun to counter close range target. Its armor build is not so bad & you could try it as your own HRJ AC I think.





FB-2H007/A - Chief!

Capable for - Mid range fire support with KARASAWA
Weakpoint - Low KE/CE armor

      Special DLC UNAC of Revived chief AC "Hanged Man" from ACV. You could acquire & use its hi-detailed broken parts after purchasing this UNAC. However it's not so proper to get in sorties cuz its armor stat is no good :p...But you should be warned while in front of this unit as enemy, cuz it has X00 KARASAWA laser rifle.





FB-2M008/A - Maggy!

Capable for - Close-mid range dogfight
Weakpoint - Low CE armor, Relatively low DPS

      Special DLC UNAC of Blue Magnolia(R.I.P ver). Of course you could use these armor parts as yours after buying this DLC. Quite agressive, but not so good for sorties again cuz it has no proper weapon combo with Au-L-K29. Maybe giving a rifle for L arm weapon would be better I guess.

※ If you wanna get a color of former Blue Magnolia(3 yrs ago), you could adjust its blue to black, & black to blue. According to intels from "ACVD-the after-", that coloring was the original one of Maggy as mercenary in former ages.





      It's worth having some time with these UNACs to build your own one I guess. & If you've purchased DLC UNACs, it'll be much more important to understand AI algorithm of UNACs.

      Maybe next article would be descriptions for each categories I guess, but my computer's situation is no good & I dunno when I could write it down.



Anyway always thx for reading :) Have a nice war.

2014년 8월 16일 토요일

Armored Core Verdict Day : Beginners Guide #5 - UNAC Basic Theory

      I'm now running my one man team with my UNAC children on XBOX360 international server. & this time I'll get some talks about UNACs. Yet I'm not a good architect, maybe my article could be helped for your own partner I guess. 





#1. UNAC?

      UNAC is an unmanned AC with programmed AI & build setup by its architect. It can play some roles for its commander on story missions & conquest play. When if there's no merc on the list, or all teammates are offline, however, you can use your UNAC to reinforce your sortie squad. You can acquire one slot for full-customized UNACs after clearing story mission #3 'Rusting Steel', & By funding some Au or using some operation files from sorties, you can enlarge UNAC's AI to get detailed chips. As the commander of UNACs, I could say that UNAC can be helped much while you're playing both single & multiplayer mode.
      However, UNACs are NOT almighty & you should remember this one, or your UNAC will be destroyed without any effective actions against enemy ACs. If you wanna win with your UNAC, you should think quite deep for the strategy of you & your UNAC. I usually recommend all commanders to treat them not as bots or AIs, but teammates, & get joint operation with them as well.
      As you know, the game "Armored Core Verdict Day" is not so easy, both in building & playing, & so is customizing an UNAC as well. Sometimes it's much harder than assembling your own AC, & getting a proper AI on the unit is a bit more tough. Anyway, however, I could promise that your struggle will get a good result if you try seriously on jobs for your UNAC.





#2. Easy Concept Suggestions of UNACs

      You could see some UNAC type comments in the customization menu; close range shooter, mid range shooter, support distractor...anyway I could suggest a stabilized, well-fighting UNACs this time, rather than getting some talks about specified ones, cuz it's just a babytalk & beginners guide, not so detailed one...maybe I could write more about AI customizations or some more articles a bit later then though.





(My new experimental fighter UNAC with almighty weapon set. Now under adjusting AIs)

#2-1. Fighter, or Almighty
     Usually built as heavy biped or light/mid tetrapod, sometimes mid bipod as well, with weapons can get effeciency against any targets without pursuing them into stagger, though sometimes the actual DPS is low. If you have 2 more teammates or mercs, this type of UNAC would be the most useful I guess. However, building an AC frame without any weakpoints is very hard & adjusting its AI is a bit more harder cuz it'll use all kinds of weapons for getting almighty ability. Quite simple concept, but hard to gain perfection. Sometimes these UNACs can play a role of tanker cuz of their balanced ability of attack/defense.





(Bait-chan, A tank for getting some aggro XD)


(Tetrapod attacker Fermi-chan, with K29 Calendula 118H combo)

#2-2. Attacker
      UNAC with firepower, or some specified tactic to destroy an AC. Their defensive ability wouldn't be good enough to protect themselves & you'll have to take care about that point. Can be sorted as fire-supporting type, cuz most of them would be mid-range shooters I guess. These UNACs can be empowered with a combination of fighter or supporter type ACs by reducing their weakpoints with the synergy of tactics.





 (Supporter type engineer UNAC under testing. Takes dual wide subcoms, gatling sentry as CIWS & additional KE deal, & laser rifle+sniper rifle to take fire-support on mid-long range)

#2-3. Supporter
      UNACs armed with some supportive equipments, by sacrificing its firepower. You may think it's quite weird that UNAC gets a role as ally supporter, but it's quite effective cuz most of support parts are easy to use, or will be activated by just equipping. However, they usually don't have enough firepower cuz most of them will use their slots for non-attackable ones. You'll have to take a co-op play with using this UNAC.





(Assault type light tetrapod UNAC with high DPS weapons. Quite strong but unstable as well)

#2-4. Assaulter or Assassin
      UNAC built for erasing proper target very quick, regardless its defensive ability at all. Usually built on fast light AC with quick & heavy firepower or rapidity, or sometimes weaponized arm unit to gain extremely high DPS with penetration. Can be very useful if the situation is correct, but if not you'll be suffered. Quite risky I think...Some UNACs can be equipped with Ultimate weapons to get rid of any ACs just after the battle starts.





      Yet I get easy concepts this time, you could imagine your own partners' appearance by yourself I think. If you're confused then get some refferences from my YouTube channel of UNAC presets here.

Always thx for reading :) I'll get some more articles about getting proper builds or AIs if I get another chance.

2014년 8월 12일 화요일

Armored Core Verdict Day : Beginners Guide #4 - Some Calculations for real ability of your mech

      It's more serious & difficult article & much more tough for me to explain, but I thought it's a real information you should know & now I'm getting some cleanup about these calculations. May this article could help you building your AC much stronger.



#1. Real Lock Range

     Simply, you can gain real range of your lockon sight by this; Your lock range will be increased with [{(camera ability)-500}*0.1%] of your FCS lock range.
Quite hard to understand I know :p & I'll get an example about this.


       Here's the stats of HF-227 & Fs-L-E28, which I usually use. Let's see then.
Camera performance of HF-227 is 762, & Lock range of Fs-L-E28 is 250. & real lock range of this build will be like this; 762-500=262, & by *0.1% on this you can gain "26.2%" as a result. & it means that your FCS's lock range will be increased by +26.2%(=about 315 meters).
      Well...It's quite weird to speak this in english, but plz understand my poor english ability Xp I feel weird as well now. Maybe it'll be helped when building your UNAC I think.





#2. Half-Penetration(aka 소관통, 小貫通)

      You'll already know about penetration & reflection effects by your armor & enemies' firepower; If your armor is higher than enemies' firepower, then you can gain advantage of "reflection" & you'll take much less damage than penetrated ones. However, in contrast of ACV, there's a lil bit difference in penetration system, which rapidity makes weapon much stronger. Let's see how it goes then.


(Drawn by say0_0 in Ruliweb. Sp thx)
      You could see this graph in your workshop, & the graph views the damage rate onto you; #1 of graph means the "reflection", & #3 means "Penetration" of your damage taken by enemies' fire, & it's important that #2 means which is called as "Half-penetration", which makes additional damage reduction from "Penetration".
      By simple explanation, If enemies' firepower is between 101%~130% of your armor, then you could get some advantage of half-penetration, & you'll take less damage than when be fully penetrated. In korean or japanese sites, [there are some graphs & charts about this], but it's over my limit of translation & I cannot explain more...:p Anyway If you wanna know you can gain half-penetrating benefit, then you can get a formula like this; if [{(enemy firepower)/1.3} ≤ your AC's armor], you can get half-penetration advantage against that weapon. For example, If you wanna get half-penetration benefit against power specified Au-C-B19(Strekoza, CE dmg 2773), you can get a formula like this; 2773/1.3=2133.0, & if your CE armor is higher than 2133, you can get additional damage reduction from enemies' Strekoza firing.
      By this reason, under half-penetration situation, rapidity is much more important than firepower. & This is why DPS of Podenka/Calendula is higher than Sterkoza/Tansy, cuz of their rapidity. & of course it'll be more serious when armor of target is higher. & of course it'll be much more important when you're using stagger-penetration tactic.

      In short, this is why I prefer to use Podenka/Calendula rather than Sterkoza/Tansy. This will be a conclusion of this article...Sorry for cannot getting more translations, guys.





#3. About Anti-Recoil

      It's easier than other situational articles cuz you can see anti-recoil on your workshop & get a comparison with weaponaries. If your anti-recoil is higher than enemies' impact force, then you won't get 20% armor down, in contrast If impact force is higher than your anti-recoil, you'll get staggered for some secs, & if impact force is over 125% than your anti-recoil, you'll be stopped with boost off by its impact.
      By gaining anti-recoil, it's very important that choosing head & legs carefully. & by loading much weight, you can exchange speed with more anti-recoil performance. & this is why I usually use all load amounts of my heavy biped; heavy biped AC has low penalty of fully loading, & it'd better getting more anti-recoil than earning a lil speed for heavies or tanks, cuz they're slow anyway & weak against high impact force.



(Normally, I'd like to take at least 1423 anti-recoil against Jellyfish, by loading enough weight on Le2H-J-E13 or other legs.)





#4. Laser Rifles' EN consumption when charging, & EN requirement to Ready-to-fire

      Commonly in ACVD's stat view, time will be calculated by framerate & 1 time stat will have the meaning of 1/60sec. & then you can gain your EN consumption per sec while charging TE weapons like this example; Powered Au-L-K29 consumes 11129 EN with 127 charging time(2.1sec, by a formular of 127/60), then your EN consumption per sec will be like this; 11129/2.1=5299.5. & if your total EN output is over 5299, then you can get "Ready-to-fire" Situation & your EN will be gained a bit while charging, though its speed is much slower than your normal combat EN output.
(My usual EN output for K29. 5318. Perfect)

Of course in this way you can calculate a laser rifle is proper to your AC or not. Anyway if your EN output is low, you can cancel charging by activating scan mode, without any ammo wasting.
     & by this, longer charging time means lower real EN consumption per sec. You don't have to worry about too long charging time, cuz it means that it's much easier than your thought.





Ok. another stoic article. If you need some more infos or questions, just leave a reply & I'll get some research & contact by re-commenting. 
Always thx for reading :) Have a nice war.

2014년 8월 11일 월요일

Armored Core Verdict Day : Beginners Guide #3-2. Ez-2-use shoulder units

      Time for shoulder units. Here's some useful weaponaries & supportive units to enlarge your combat ability, & I recommend equipping at least one of these units if you're not KE blader or sth. These units' firing rapidity is affected by firing stability stat of your arm unit, & you should build with keeping this in mind as well. & don't forget to choose proper one on your AC.





#1. Rockets (Flash rocket, KE rocket, HEAT rocket)

      Non-lockable rocket launchers on shoulder unit. If you're skilled with this, you can erase enemy AC by combo firing or just spraying these powerful warheads(except for flash rocket :p). However, you'll have to think about your shoulder's position(Left or Right) to make it hit the target. I prefer to use left-sided arm to use these ones, or dual shoulder for KE rockets.





TOMOSHIBI mdl.2 - Flash rocket which makes FCS error onto target AC

Capable for - Light distraction type AC with close shooting weapons
Weakpoint - Low cruising speed, No-use against non-lockon weapon users, Can affect onto your allies!

      Yep. As flashbangs in FPS type games, this makes target AC can't lockon its weaponaries for several seconds. For distraction it's fit in light or mid ACs with shotguns, battle rifles, plasma guns or sth. However you should be careful when firing it, cuz it can occur allies' FCS error when you fragged this onto them :p & some skilled pilots will ignore it by non-lockon firing.

※ Flash effect time will be decreased if target AC's camera performance is low. & That's why I usually take Betsy Rose head onto my heavy/tank UNACs.





Su-C-S09 - Firepower specified HEAT rocket

Capable for - Any ACs, cuz it's quite light to equip
Weakpoint - Non-lockable, Low ammo capacity

      According to intel of ACVD-LINK, Venide's former leader used this one very well. & if you're skilled enough, you can destroy any ACs with this. However it'll require its pilot be skilled as another Dark Raven in former ages.






Su-C-P19 - HEAT rocket which has firepower with ammo capacity & fast reload

Capable for - Any ACs with skilled pilots 
Weakpoint - Non-lockable

      Firepower is enough to kill any target ACs, & ammo is 75 to get enough kill scores. Yet I'm no good at using rockets, I usually bring this to help mission #7-4 (To-605 series as boss). Watch out of fast ammo depletion.





AMAKUMO mdl.1 - HEAT rocket with large ammunition

Capable for - Any ACs with skilled pilots 
Weakpoint - Non-lockable

      Quite useful in tunnel maps. I sometimes use this on my tank AC with combo firing with my cannons XD quite fun to use as well. & you could equip it on any ACs cuz it's quite light lolz.





AMAKUMO mdl.2 - More ammunitions!

Capable for - Any ACs with skilled pilots 
Weakpoint - Non-lockable

      More ammo capacity on mdl.1. Anyway other abilities are similar with mdl.1 but reloading time became a bit slower. Watch out & take enough DPS on arm weapons as well, though I think it's fast enough :p





SL/RCB-112 - Rocket Launcher with high explosive damage

Capable for - Heavy or tank, sometimes tetras or HRJs to bomb on ground
Weakpoint - Non-lockable

      Maybe you can think 1453 of KE damage is not enough to kill an AC, but if you have a handgun, laser rifle or sth to make enemy get staggered with 20% armor down, this weapon becomes a deadly destructive one with 1816 KE damage! Very effective to hunt tanks or heavies in the tunnel with combo firing of cannons or sth.





SL/RCC-104 - KE rocket with high impact force & large magazine

Capable for - HRJs or tetras to bomb onto ground, or heavies as well
Weakpoint - Non-lockable, Low firepower

      Firepower is not so good, but it has enough ammos & impact force to make enemy get lower armor. Maybe you can use it as replacement of hi speed mssl or handguns as well.





#2. KE missiles

      Quite useful to get in mid range. & has enough ammos or damages(both direct hit & explosive damage) with some homing ability. By comparing with CE mssls, it's relatively heavy, but have more firepower(though recent meta is KE/TE armor :p).





SL/KMA-135S - Spread missile which has high impact force of its clusters, with very high homing ability

Capable for - Close-mid shooter type ACs with some rifles or battle rifles 
Weakpoint - Low ammo capacity, Long reloading time, Low power to deal damage

      It can be used to occur stagger onto enemy heavies or tanks, cuz it has good impact force & homing ability at the same time. You can ignore its normal spec data, but watch for its clusters' performances. By preparing some rapidity type weapons, you can hunt heavy ACs easily I guess. However, you should beware of enemy CIWS unit as well.





SL/KMA-221S - Spread missile with high speed & more impact force

Capable for - Close-mid shooter type ACs as well
Weakpoint - Same as its brother

      It's a different type of spread mssl & has high speed of cluster units with impact force at the same time. If you wanna get rid of slow targets quick, maybe it'd better take it for backstab to enemy heavies or tanks.





 SL/KMB-118H - The most destructive KE missile against low KE armored ACs, or low stabilized ACs

Capable for - Any kinds of ACs. It's very easy to use. 
Weakpoint - Weak against high anti-recoil units...but not with combo firing with Au-L-K29 or sth.

      The most famous hi speed mssl. & can destroy any ACs which have under 1870 KE armor & 1412 anti-recoil. If they have enough stability, then you can get a combo fire of Au-L-K29 & this, which is so-called as Laser-speed tactic. By against this, you'd better get over 1871 KE armor to ignore it, though it'll be hurt when you get too much hit.





SL/KMB-212H - Similar with handgun.

Capable for - Close-mid shooter AC
Weakpoint - Relatively low homing ability & firepower

      You'd better use it as replacement of handguns on 1 shoulder unit, cuz it's not a decisive blow by its low firepower & homing performance :p However it has more impact force & you may fire it in close range to get enemies' armor lowered, or sometimes to destroy enemy by this if the situation is correct.





SL/KMC-204V - Vertical missile with very high explosive damage & enough ammo capacity

Capable for - Dual shoulder ACs with allies' sub computer support 
Weakpoint - Useless in roofed maps, Heavy weight, Low reloading time

      A primary weapon of dual-shouldered heavy tetras, bipeds or tanks in mid-range fight. Really dangerous for tanks or heavies which have lower than 1952 KE armors, & it can be combined with Au-L-K29 as well & then this cannot be reflected. However you should choose right tactics to use this missile well. Usually recommended to equip on heavy biped or tank to get enough anti-recoil & firepower at the same time.





SU09 Jellyfish - Vertical missile with high damage, impact force & homing performance

Capable for - Any kinds of ACs, It's another easiest KE missile.
Weakpoint - Quite hard to use in roofed maps, Relatively low ammo capacity

      Yep. Moderate ability for missile & very easy to use. & sometimes it's combined with Au-L-K29 & then it'll become a VTF missile with 1915 KE damage. You'll have to evade it by hi boosting with gliding cuz it also has enough homing ability to pursue toward you.





SAZANAMI mdl.2 - VTF missile with very high KE explosion

Capable for - Heavy ACs, or sometimes dual shouldered light AC with enough load amount 
Weakpoint - Can be evaded by hi boost, Relatively low cruising speed, Can damage onto you by counter-firing of enemy AC, Very weak against CIWS

      VTF...Yep. I don't like this one...Anyway it's very destructive & strong on surrounded slow target. You'll have to get enough hi boost power to evade it well. & this is why I always get CIWS against some teams prefer to use VTF :p Anyway you should remeber that you can suicide when getting face-2-face fight with this.





Su-G-Q01 - NUCLEAR!

Capable for - Heavy ACs to nuke side of enemy
Weakpoint - No good at dogfight. Take it as backstab weapon

      Yep. So-called as Nuke by most of ravens, lynx, & mercenaries within AC history. Extremely large explosive damage with very low ammo capacity can explain what it is. Usually recommended to heavy biped to gain firepower & anti-recoil at the same time, but remember that it can be countered by CIWS or rapid-firing weapons, Yet hopefully you don't get destroyed in contrast of the case of VTF.





#3. CE missiles

      By comparing with KE mssls, it has low firepower. But you can use it to counter light or some mid ACs cuz most of these have enough homing ability, firepower or both of them at the same time. & You don't have to worry about self-destruction by counter cuz these have no explosion damage. Additionally, most of these have very fast lockspeed & you don't have to take care of your FCS I guess.





Su-J-A28 - Maggy's short range missile, with enough abilities to get light/mid ACs with low CE armor

Capable for - Any kinds of ACs 
Weakpoint - A bit low lock range

      Most usual CE missile to counter light/mid ACs or break through enemies' KE/TE shields. Its homing ability & cruising speed is excellent & by equipping this you don't have to worry about getting dogfight with light ACs. & its DPS is quite good yet it can be refleceted well by getting enough CE armor. Try using this & you won't be disappointed I guess.





Su-J-A11 - A bit more firepower than Maggy short range mssl

Capable for - Any kinds of ACs 
Weakpoint - Short lock range, cuz it's short range mssl!

      If you think Maggy mssl is not enough, then you could try this one. Maybe it'll take a bit time to use it well, but it's very effective to hunt down low CE armored ACs, same as Maggy mssl. Watch out for its very short lock range.





SU11 Jailer - Stealth misslie with high impact force

Capable for - Any kinds of ACs(especially light or mid), or to counter enemy CIWS unit 
Weakpoint - Low ability for being a missile :p

      You can use this to backstab enemy heavies or tanks with combo firing as well, but you should think about this once more cuz its performance as missile is not so good enough. You'll have to get practice to make it hit & get enemy staggered.





Su-J-R44A - Auto-Search type missile with high homing ability

Capable for - Any kinds of ACs against light CE armored target 
Weakpoint - Too low firepower to be penetrated, though DPS is quite good when reflected

      By using AS missile, you should take care of your FCS's real lockable range, & if it's not enough, this missile won't home to enemy target. If you're driving slow AC & get worried about light ACs' backattack or pop-shot, then you can use it as replacement of short range missile, cuz its cruising route is similar with vertical missiles.





Su-J-G27 - Middle(Medium) missile with extensive firepower

Capable for - Heavy biped to get slow targets quick 
Weakpoint - Low ammo capacity, Heavy weight, Short lock range

      Usually taken to get CE firepower & anti-recoil at the same time, but you should be careful by using this cuz it has quite low homing ability. & remember that it's a bit heavier than Large KE missile. Equipping this on tetras, HRJs or other ACs is not so recommended cuz of loading penalty.





#4. Plasma Missile

      It was once useless till 1.07 reg comes to int server, & now it's quite powerful against tetras, HRJs or some other low TE armored ACs. & its weight & EN consumption is quite low & almost all ACs can equip these ones. & It has quite good stealth ability to counter CIWS! wow. If you're driving low TE armored AC, watch out for these missiles.
SU30 Jupiter - Moderate type plasma missile

Capable for - Any kinds of ACs to counter low TE armored enemy
Weakpoint - Relatively low ammo, Low cruising range

     Easiest one. Has enough abilities as missile unit & quite destructive against low TE armored target. I usually use this on dual-shoulder arm to get rid of enemy tetra ASAP. However you should get a bit closer than its lock range cuz its cruising speed & range is not so good to shoot in mid range.





#5. Bomb Dispenser

      Non-lockable trap deployment unit, similar with landmine deployer. Extremely hard to use, but if you control this well, maybe you can get your own strategy. Recommend to use in map with many buildings or obstacles.





Su-R-W07 - High explosive impact!

Capable for - Any kinds of ACs with some rifles or battle rifles
Weakpoint - Extremely hard to use well

      Easy to make enemy AC staggered, & you can nuke onto target when it's hit correctly. Maybe using as mine spray would be OK I guess.





#6. Optical Chaff

      Lower enemies' lockspeed against your AC when activated. However maybe you could use pop-shot tactic rather than using this one...However against UNACs, it's quite effective I guess cuz UNACs tend to fire when got secondary lockon. Of course I got enough counter AI onto all of my UNACs though :p





NAYOTAKE mdl.2 - Optical chaff with enough ammo capacity

Capable for - Light or mid AC to get dogfight 
Weakpoint - Low active time than other chaffs

     ...I didn't have any experiences with these ones & don't have anything to say about this, but according to intels from my private route, it's quite effective against normal UNACs.





#7. CIWS

      A counter unit of enemies' missile fire. Usually taken to cover allies from enemies'missiles, but can be countered by no missile tactics, missile sentry(it has infinite ammo) or missiles with stealth ability. For these reasons it'll be chosen against enemies' KE mssl storm, cuz all KE missile have no stealth ability at all.





SL/CWA-174 - CIWS for covering allies

Capable for - Any kinds of supportive ACs 
Weakpoint - Relatively low counter rate

      Maybe you can think it's a moderate model, but you should remember that it has longest counter range. 280 is similar with the range between Thor's hammer & you in AC test. If you wanna protect allies rather than yourself, then take this one.





SL/CWA-243 - CIWS to protect yourself

Capable for - Any kinds of ACs wants to be guarded from enemies' mssls 
Weakpoint - A bit low ammo capacity

      It's good to guard yourself cuz of very high counter rate. However you should turn it off when enemies' turrets, sentries or stealth mssls sighted. You'd rather evade them to keep your ammo saved I guess.





SL/CWA-336 - CIWS for some normal missions or against SoM 2.0.

Capable for - Any kinds of ACs 
Weakpoint - Short counter range

      Usually taken for hunting SoM 2.0. Its real ability as CIWS is no good enough just except for its large ammo capacity, & you'd better use it on some story missions or so.





#8. Countergun(Auto-attack gun)

      Guns on shoulder. Automatically attacks any targets in range, but it doesn't take 2nd lockon & accuracy rate is quite low against enemy ACs. You should choose the timing of turning it on & off to get effeciency.





Su-S-F22 - Gatling type countergun

Capable for - Any kinds of ACs 
Weakpoint - Low firepower & short range

      Rapidity specified one. You may use it as gatling gun on shoulder. If you wanna make a fire net by yourself, maybe it'd fun that using it with gatling sentry & some rapid firing weapons.





Su-S-F37 - Sniper rifle type countergun

Capable for - Any kinds of ACs to counter light/mid ACs 
Weakpoint - Very low ammo capacity

    Has extensive power & impact force, similar with sniper rifle's one. However you should get good timing to shoot cuz it has just 10 ammo.





#9. Add Magazine(Reserve Magazine)

      Increases ammo capacity of your arm weapons. Simple lol. However you'll have to think about taking it once more, cuz there are many useful shoulder units & triple trigger of taking missile with your arm weapon will get more DPS as well. I seldom take these ones, or just for light AC with X00 KARASAWA/shield on primary, & 2 Kestrel gats on bays.





MURATORI mdl.2 - Increases your magazine by 80%, & 160% if dual-shouldered

Capable for - Light or mid ACs with low ammo weapons 
Weakpoint - If you can't use all ammos, it's just useless deadweight

      Usual one. Rather than taking mdl.1, you'd better take this after adjusting your build balance. Usually combined with X00 KARASAWA or 60k HEAT pile.





#10. Subcomputer

      Makes your weapons much easier to use, by shortening its lockspeed. You can also take additional scan ability, & allies' normal & missile lockspeed as well. Of course by taking it on dual-shouldered arm, you can gain doubled ability of this unit.





MONONOFU mdl.1 - Moderate type subcomputer with good scanning ability

Capable for - Moderate mid-range shooter 
Weakpoint - No specified points than other subcoms

      Easy to use. You can get your lockspeed a bit faster & support allies' lockspeed as well if you get together. & you can gain enough scan ability to find proper target first, cuz it has fastest scan ability of all subcoms.





MONONOFU mdl.2 - For pop-shooters or sniper-battle rifle users

Capable for - Dual shouldered light AC to get pop-shot snipe, or mid AC to use battle rifles much easier 
Weakpoint - No good at supporting allies

      Focused on enhancing yourself. By taking this on dual-shouldered arm with FA-215 FCS, you can gain enough lockspeed to pop-shot. However you should remember pop-shooters can be ignored when in conquest missions. I prefer to use this to increase battle rifles' accuracy.





MONONOFU mdl.3 - Specified for supporting allies

Capable for - Any supportive ACs, especially for missile storm tactic 
Weakpoint - Not so good to enhance yourself

      Has very long support range & good computing ability at the same time. However you should remember that it's not so appropriate to empower yourself, though it can be equipped on dual shoulder arm to get doubled ability. You'd better get a discussion about using this model with your sortie member I guess.





#11. Energy Amplifier

      Empowers your TE arm weapons. You can gain extra firepower & range of your pulses or lasers by choosing it. Quite simple as well, yet you should watch out for squared EN consumption when equipped on dual shoulder arms.





YAKUMO mdl.1(YAMASUGE mdl.1) - Specified to enlarge max range

Capable for - AC with TE primary, or getting sniping job with laser rifles 
Weakpoint - Low firepower enhance ability

      Range enhancement type one. You could gain +25% extra range by equipping this, & 10% more damage of your TE weapons.





YAKUMO mdl.2(YAMASUGE mdl.2) - Firepower enhance specified

Capable for - AC with TE primary, especially pulse guns or laser-machineguns 
Weakpoint - High additional EN consumption

      Firepower specified one. +21% firepower & almost no more range enhancement. However, you should be careful about additional EN consumption.





#12. UAV

      Usually combined with recon jammers to get stealth sneaking, or checking melee attack weapons' range in AC test. I think it's not a weapon for sorties, but maybe you could find its own usage.
      By activating this, your camera will be changed into UAV's perspective view & you can scout near yourself. About lockon in UAV mode, you can get a lil bit autosight ability to upper/lower targets. If you're going under roof or getting scan mode, UAV mode will be disabled.





SL/UAA-318 - UAV with high altitude

Capable for - Stealth ACs, or checking your melee weapons' range
Weakpoint - No direct attack ability at all

      About UAVs' ability, firing speed means the max altitude of UAV mode. & you can scout larger radius of area near you. Maybe using this one is the best I think.





OK. Another tired job lol. My job of instructions has ended, & finding good parts is your job for now. Have a nice war! :)