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! :)

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