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 :)