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! :)

2014년 8월 8일 금요일

Armored Core Verdict Day : Beginners Guide #3-1. Ez-2-use arm weapons

Time for instructions for some useful & easy arm weapons. Yet there are some suggestions below for each parts, you can customize & use it as you want. Remember that finding an effective part is your job.





#1. Handguns

      Usually used as light sub weapons, or get enemy ACs' armor down. However it's a bit ineffective against some heavy ACs & almost all CE legged ACs cuz of their anti-recoil. You may use these ones for holding light, mid, or tanks by assaulting behind with another weapons to penetrate their lowered armors.



AM/HGB-203 - 3-rapid type with high impact force

Capable for - Light bipod/RJ AC with rifles/HEAT machineguns
Weakpoint - Useless against AC with high anti-recoil
Customization recommend in - Power Level 3

      Former Sophora in ACV. Could be compared with Oxeye, but it has much faster muzzle velocity & easier to use in close-mid range, with enough impact force. However you'll have to prepare to get another arm weapon to get more deal onto target. Recently some laser rifles are stealing its role of stagger weapons & you'll equip it on light AC which cannot take lasers by their weights.





#2. Shotguns

      KE weapon which is very powerful in close range. You can also make target's armor 20% decreased if enemy has low anti-recoil. However, if range is taken just a lil bit longer than its effective range, its firepower will be dramatically decreased cuz of its low firing stability & decade rate. You may consider it as easy melee weapon by its characteristics as well.



AM/SGA-108 - Easy shotgun with enough stats to engage in close range

Capable for - Light or mid bipod/LRJ AC to hunt slow targets
Weakpoint - Ineffective outside close-mid or longer combat range, Low ammo capacity
Customization recommend in - Power Level 3

      Former Elmira in ACV. Could be gained very fast & has enough ability to use. & much easier than other shotguns. You could start shotgun work with this one.





AM/SGA-204 - Very destructive in close range by its 15-buckshots with high impact force

Capable for - Light or mid bipod/LRJ AC to hunt slow, or low stabilized ACs
Weakpoint - It's just a melee weapon! No use outside closest range
Customization recommend in - Power Level 3

      Former USG in ACV. A most destructive shotgun & you can deal severe damage whether enemy AC has enough stability or not, cuz it has 15 shells per a shot. By taking it in close range, any target will be suffered & sometimes holded by stagger. However you'll have to get in very close to take an effective shot. You may compare it with AM/SGA-108.





#3. Gatling Guns

      Easiest KE weapons. Deals rapid shot with very fast reload. However you'll have to get at least one of armor or speed to make it worked, cuz it's just a stabilized dealing weapon, not a decisive blow. Maybe taking some bay units with enough firepower will be worked as well. 





AM/GGA-115 - High DPS in close-mid range with 2500 ammo capacity

Capable for - Heavy biped with enough armor to get dogfight
Weakpoint - Get weaker in mid range
Customization recommend in - Power Level 3

      First gat unit. However its DPS is excellent in close or close-mid range. Comparing with 3500mag gat, this have more DPS with less combat stability. When I get dual gat AC, I choose this one to get face-2-face firing, & 3500 gat for mid range sub firing.





AM/GGA-206 - Stabilized ability to use, but quite heavy as well

Capable for - Heavy biped's sub weapon to take anti-recoil & sub KE dealing
Weakpoint - Needs some armor to use, cuz it's not a decisive weapon but just sub-dealing one.
Customization recommend in - Power Level 3 for close-mid range, Accuracy Level 3 for mid range

      A famous one by 3500 ammo capacity. You'll have to take about 10 minutes to use its all ammos. Have stabilized stats & good for any targets, but you'd better take bay units for penetrating. It's not fit in a role of primary weapon I think. Anyway you can use this as bay weapon of heavy bipedal AC cuz it has enough weight to gain more anti-recoil. About customization, rapidity spec is no use at all cuz reloading time won't be changed much, & I prefer to use accuracy spec one to deal in mid range. If you try to take out some turrets with this, you can customize it in power spec as well.









AM/GGA-208 - Light gatling gun which is good for sub weapons for mid bipedals

Capable for - KE sub weapons for any kinds of ACs
Weakpoint - Same as other gats, & a lil bit low firepower
Customization recommend in - Power Level 3 or Accuracy Level 3

      Quite useful one, cuz it's light & takes lower load rather than other gats. & though its firepower is low, but it has more rapidity to gain enough DPS. & ammo is enough as well. I usually take this as sub weapon of mid bipod or LRJ ACs. Remind that it's not a finishing weapon & prepare some more effective weapon by gaining more weight amounts for choosing this.










AU04 Kestrel - If it has just a lil bit more ammo, it would be called as OP weapon.

Capable for - Sub weapon with excellent stats for fast ACs with reserve magazine used
Weakpoint - Same as other gat bros, & Low ammo capacity
Customization recommend in - Power Level 3 or Accuracy Level 3

      New face in ACVD. Very light & can be equipped on any ACs, & has high-end stats for sub weapon. However, its ammo is just 300 & will be depleted very fast. I usually take this on light/mid AC with dual add magazines(aka reserve magazine in foreign server) with X00 KARASAWA. & its ammo will be increased in 780(100%+160% by dual MURATORI mdl.2) with most excellent stats of all gats lolz. Actual spec data is the best of all gatling brothers, & the only one weakpoint is low ammunition.





#4. Rifles

      Almighty type KE weapon which can deal stable, penetrate some ACs, & break CE or TE shields. Remember that rifles consume relatively plenty of EN & think about your total EN output. Almost all rifles have moderate ability & no superior or inferior points than other KE weapons.





AM/RFA-130 - No.1 DPS in rifle category

Capable for - Any kinds of ACs' sub weapons, or some story missions
Weakpoint - No specified points lolz
Customization recommend in - Power Level 3, 1/1/1 on Power, Rapidity & Accuracy, or Rapidity Level 3

      First model of rifle brothers. If you're confused & don't know what rifle is, then try this one at first & you'll understand it. Against N/WGIX-v in Mission #10, it's the most effective non-readied firing weapon cuz it has highest DPS of all rifles. Maybe you can use this as replacement of gatling guns as well.





Au-B-A04 - High power type balanced rifle

Capable for - Mid range AC with Au-L-K29 or other high impact weapon
Weakpoint - Relatively low rapidity, High EN consumption
Customization recommend in - Power Level 3

      Aka Calendula in ACV, & most powerful rifle in ACVD for its balanced almighty stats with high KE damage. Combined with some high impact weapon, it can destroy any ACs which have less than 2088 KE armor. This is why I always take over 1672 KE armor & enough stability at the same time. Very effective against heavy bipedal one based on AOI series, cuz they have low stability & you can erase them by using dual Calendula with hi speed mssl, unless they have more than 2089 KE armor. I usually take this with Au-L-K29(sometimes Au-L-K37) hi laser rifle to get combo fire onto any kinds of ACs. Remind that you'll have to break through enemies' KE shield before get effective shots.





AM/RFA-222 - Almighty stats with enough ammo capacity

Capable for - Any kinds of AC, especially with laser-speed combo
Weakpoint - No specified points
Customization recommend in - Power Level 3 to use as primary, Rapidity Level 3 to use as sub weapon

     Former Jesup in ACV. Similar with AM/RFA-130 & has same ability with enlarged magazine. Almighty type rifle & you can equip this onto any ACs. Maybe no more descriptions will be needed. If enemy has less than 1782 KE armor, you can penetrate its armor by making it in stagger stance.






AM/RFB-215 - A lil bit higher damage with maintaining almighty stats

Capable for - Any kinds of AC
Weakpoint - Low muzzle velocity
Customization recommend in - Power Level 3

      Former Lampourde in ACV, & maybe you could remember LampEye tactics which once dominated the whole server. Anyway it's a bit weaker though, it has enough stabilized stats & easy to use cuz of its fast lockspeed. But you should take a lil bit closer than other rifles cuz of low muzzle velocity. I usually use this when hunting Spirit Class Moving Fortress.





#5. Sniper Rifles

      Same as your thought, these weapons are designated for mid-long range sniping. However you may use it in close-mid range with quick lock type FCS combined with sub computers. Most of these have very high KE damage & can penetrate all kinds of ACs, but get very weaker when enemy deploys its KE shield. You'd better prepare a sub weapon to break it down.








AM/SRA-133 - Moderate sniper rifle with a lil bit low EN consumption

Capable for - Mobile AC with fast lockspeed
Weakpoint - Weak against KE shield
Customization recommend in - Power Level 3 

      Former Cycad in ACV. & most usual for pop-shooters which equip dual sniper rifle+HEAT machinegun+shield+dual sub computer on light RJ. I guess it's the easiest one to use as its original way for sniping, & pop-shooting as well.





KURETAKE mdl.2 - High damage with good impact force

Capable for - Pop-shooters or mid-long range snipers
Weakpoint - Weak against KE shield, Relatively low ammo capacity
Customization recommend in - Power Level 3

      High powered one. You may compare this with AM/SRA-133. It has just 32 ammo & wasting ammo will not be allowed. Take a serious shot per lock. Some ACs can be staggered by just taking a shot of this & maybe you can make allies' rifles or battle rifles be penetrated.





#6. HEAT howitzers

      ...Well, I'm no good at using non-lockable weapons & maybe I don't have anything to say about this. Then I'll introduce 2 HEAT howies this time as example.





Au-F-K16 - High powered HEAT howitzer

Capable for - Mobile AC with skilled pilot
Weakpoint - Non-lockable
Customization recommend in - Power Level 3 or Accuracy Level 3

      As I said before, I'm no good at using non-lockable weapons such as rocket launchers or so. Anyway it's very destructive when customized in power 3, & easy to get effective hit in accuracy 3. & besides it has enough ammo capacity as well.




SHIRANAMI mdl.2 - HEAT howitzer with high firing stability

Capable for - Mobilized AC with skilled pilot
Weakpoint - Same as its brothers, Low ammo capacity
Customization recommend in - Power Level 3

      A HEAT howitzer can hit enemy easier than other howies, cuz of its high firing stability & straight ballistic route. However firepower isn't enough & ammo capacity is low. You'll have to think about how to get weakpoints be fainted.





#7. Battle Rifles

      Moderate CE weapon. Has spec of heavy weight, long base lockspeed, low rapidity with relatively higher firepower than KE rifles. If penetrated it's very powerful, but if not, it becomes extremely weaker than other weaponaries. Most of all battle rifles are effective in close-mid range with quick-lockon type FCS.






Au-C-B07 - High power type battle rifle

Capable for - Heavy biped/HRJ with enough lockspeed
Weakpoint - Weak if cannot be penetrated, Long base lockon time
Customization recommend in - Power Level 3

      Former Podenka in ACV. Could be compared with Au-C-B19(aka Strekoza in ACV), & it has higher rapidity(=DPS) & lower firepower. I prefer to use this than Au-C-B19 cuz of rapidity, & I think Strekoza is overpowered in power level 3.






ARAGANE mdl.1 - Enough firepower with high rapidity

Capable for - Heavy biped/HRJ with sub computer or quick-lockon type FCS
Weakpoint - A bit heavier than its brothers, Very long base lockon time
Customization recommend in - Power Level 3 for shooting on heavies, Power 2 Accuracy 1 for hunting mid, Accuracy 3 against mid or light ACs

      Maybe you could think it'd better use ARAGANE mdl.2 than using this one, but its lockspeed is a bit faster & easier to use than mdl.2. & sometimes KE heavies take less than 2190 CE armor & they'll be erased very fast in front of your AC with dual mdl.1. Mixing it with hi speed missile would be good to hunt down AOI based heavies as well, & its heavy weight gets reactive effect for heavy biped one to gain more anti-recoil! lolz. Anyway you can make very threatening spray fire of CE firepower with this one.







AM/BRA-125 - Effective in mid range, but DPS is low

Capable for - Heavy biped against low CE targets
Weakpoint - Low DPS
Customization recommend in - Power Level 3 for heavies, Accuracy lv3 for light/mid ACs, & 1/1/1 for almighty

      Former Celcis in ACV. & my most usual battle rifle to hunt down KE heavies. Has relatively fast lockspeed, high muzzle velocity & enough firepower at the same time. However if this is once reflected, the combat situation will be changed in very bad way cuz its rapidity is very low & I guess you'll probably take double celcis to enlarge its DPS. Maybe taking some sub weapons will be helped I guess, & I usually take K29 Calendula on bay units.












Au-C-B19 - Most powerful battle rifle which can penetrate almost all ACs

Capable for - Mid or Heavy ACs to counter enemy heavy or tank ACs
Weakpoint - Long base-lockon time, low muzzle velocity
Customization recommend in - Power Level 3 if you have fast lockspeed, or Power 2+Accuracy 1 for gaining almighty ability

      Famous as its name of Strekoza in ACV. Has over 2770 CE firepower when customized in power 3, & any AC could be penetrated if they don't have any preperations. However its lockspeed & muzzle velocity is bad & you'll have to specify your AC for this weapon. Or you can use it customized in 2/0/1 to get faster lockspeed & muzzle velocity, but you'll lose a bit of its firepower as well. You'd better compare its customizations to choose a proper one on your AC.






ARAGANE mdl.2 - Rapidity specified one

Capable for - Any kinds of AC with very fast lockspeed, Equipping a subcomputer is recommended to use this one
Weakpoint - Too long base lockon time, A lil bit low firepower
Customization recommend in - Power Level 3 or Accuracy Level 3

      Aka UBR in ACV. Has same spec with its brother, & can exterminate any ACs which have low CE armor if you have enough lockspeed. Anyway you'll have to prepare some more to use this as equipping FA-215 with mdl.2 sub computer or so.  













AM/BRA-224 - CE type sniper rifle?

Capable for - Mid range mobilized mid/heavy biped to counter light or mid ACs
Weakpoint - Lower DPS than its brother
Customization recommended in - Power Level 3 or Accuracy Level 3

      Former Lotus in ACV. A lil bit development has acquired on AM/BRA-224 for accuracy specified. Has same spec & usage as its bro, but too low DPS is the real serious weakpoint. You should find & choose proper enemy for this battle rifle. You can compare AM/BRA-125 with this & find more proper to use.











Au-C-H22 - Triple shot battle rifle!

Capable for - Close range shooter type heavy AC
Weakpoint - Heavy weight, Low firing stability
Customization recommended in - Power Level 3

      New face in ACVD & has rapid firing ability. & if penetrated, this will erase the target very fast. However its firing stability is low & you should get close to get hit its bullet onto enemy. Maybe mixing it with shotgun fire would be a good idea I guess.





#8. HEAT machineguns

      New weapons added in ACVD. Has rapid CE firepower & quite similar with gats or rifles. Very good at hunting light ACs & has quite good DPS as well cuz of its high decay rate. A good sub weapon for mid or light ACs to get rid of enemies' shields quick.






AU24 Kayak - Moderate type HEAT machinegun with fast muzzle velocity

Capable for - Sub weapon mid or light AC
Weakpoint - Low firing stability
Customization recommended in - Power Level 3

      Basic HEAT machinegun which has enough firepower, rapidity at the same time with light weight. I usually take it to hunt light ACs or automatons in story missions. Relatively low firing stability is the problem & you'd better fire it in close-mid range.






Au-V-M05 - Moderate ability with high ammo capacity & firing stability

Capable for - Sub weapon of any kinds of ACs
Weakpoint - Nothing? cuz it's too moderate & has no specified ability
Customization recommended in - Power level 3

      Quite useful to get rid of KE/TE shield cuz it has over 97 firing stability & can get hit in mid range. & if penetrated it can erase enemy light AC very fast. Firepower is a lil bit low & some of mid biped AC can reflect this, & you should remember this point, though it has quite stable DPS.





#9. Pulse guns

      TE shotgun. Has good firepower, but low firing stability & short explosion range is problems & you should get in close to get effective shot. Watch out for your total EN output cuz it'll spend much EN when equipped & fired.












NIODORI mdl.3 - Moderate pulse gun for hunting CE legged ACs

Capable for - Light or mid ACs with enough EN output & mobility
Weakpoint - Short explosion range
Customization recommended in - Power Level 3

      Former Napa(or Napar) in ACV. A normal pulse gun & you can grab it to pull out slight TE armored ACs. Recommended using with shotgun or EN amplifier.






Au-M-R31 - High power type pulse gun

Capable for - Light or mid AC with enough EN output & mobility
Weakpoint - Short explosion range, Relatively low firing stability, High EN consumption
Customization recommended in - Power Level 3

      Former Mahaon in ACV. Very powerful against low TE armored ACs, but cuz of low firing stability you should get very closer. Same as always, recommended using with shotgun. Some heavy tetra has enough TE armor to reflect this & you should prepare another weaponary for them.






AU40 Knuckle - Moderate firepower with 8 bullets per a shot

Capable for - Same as its brothers
Weakpoint - Extremely high EN consumption when fired
Customization recommended in - Power Level 3

      You can destroy Thor's Hammer with by one full-hit of double Knuckle with dual EN amplifier unit. By its scatter bullets, its DPS is very high when penetrated. & maybe you could equip it as sub weapon for no TE armored ACs. Remember that you should get closer to get more bullets hit the target.





#10. Pulse machineguns

      TE machineguns. However in contrast with another rapid type weapons, its explosion range is bit short & you should get in at least close-mid, or close range to get effective shot. 








HATSUKARI mdl.2 - Hi powered pulse machinegun

Capable for - Mobilized AC with enough EN output
Weakpoint - Takes quite much EN when firing rapidly
Customization recommended in - Power Level 3

      Aka Arachide in ACV. Really threatening one for low TE armored ACs. However you couldn't find any targets can be penetrated by this cuz recent trend is preparing some TE armors for this one. Anyway if penetrated the target will be neutralized quick.






AM/PMA-239 - Moderate pulse machinegun to counter light tetras

Capable for - Mobilized AC with enough EN output
Weakpoint - Low firepower
Customization recommended in - Power Level 3

      Former Fave in ACV, & a counter weapon of OP tetra with no TE armor. By getting rid of its TE shield by rifles or HEAT machineguns, you can fry that OP tetra ASAP.






YAMABUKI mdl.2 - DPS type pulse machinegun with low EN consumption

Capable for - Sub weapons for any ACs
Weakpoint - Low firepower
Customization recommended in - Power Level 3

      Quite easy one. Though it has no firepower to penetrate enemy, you can use this as sub weapons for low TE ACs, or taking out enemies' CE shields. However you don't have to care about your total EN consumption cuz it consumes low EN.





#11. Plasma gun

      There's just one plasma gun in ACVD, named as Au-N-C85. You think I'm kidding? then you should compare other plasma guns with this one & you can understand my description.







Au-N-C85 - One & Only plasma gun to erase heavy tetras

Capable for - Close shooter type heavy armored AC
Weakpoint - Extremely short explosive range
Customization recommended in - Accuracy Level 3

      As I said before, there's just one & only plasma gun in ACVD. & this is a counter weapon of heavy tetrapod with slow speed. Anyway usually it's combined with shotgun & if then it's effective to any targets unless enemy AC is armed with all TE parts.





#12. Laser rifles

      These weapons can play two roles; as rifles with TE firepower, & as TE sniper rifles. For this spec almost all of these have very fast lockspeed & muzzle velocity. However you should take care of your total EN output to use well.
      By charging you can gain catalog firepower & impact force(Non, but muzzle velocity won't be changed regardless charge rate. Then you can use hi ammo capacity laser rifle as laser-machinegun.






MURASAKI mdl.1 - Moderate laser rifle

Capable for - Any kinds of AC with enough EN output
Weakpoint - No specified points
Customization recommended in - Power Level 3

      Starting laser rifle & can be acquired very fast, but has enough ability to use at last. Though it has no specified points, in other words this is almighty as well. Try this at first & & compare another ones with this.






MURASAKI mdl.3 - Rapidity specified laser rifle

Capable for - Any kinds of AC
Weakpoint - Relatively low firepower
Customization recommended in - Rapidity Level 3

      By grabbing this one, you can hunt down tetras or HRJs in mid range firing cuz it can be fully charged in 0.6sec when rapid 3 customized. However you should prepare some other weapons as well to get other ACs.








AM/LRA-229 - Almighty type laser rifle

Capable for - Any kinds of AC with enough EN output
Weakpoint - No specified points
Customization recommended in - Power Level 3

      Another balanced model. Can be used as TE sniper & laser machinegun at the same time. However you should prepare some weapons for heavies or tanks, as using other moderate lasers.






WAKAKUSA mdl.2 - Hi power laser rifle with low consumption

Capable for - Any kinds of ACs
Weakpoint - Slow base lockon time, long charging time, Low ammo capacity
Customization recommended in - Power level 3

      You may equip this as replacement of Hi laser rifles, & you may use it as laser-machinegun cuz its reload time is very short. However you should watch yourself & try not to waste its ammos.






X00 KARASAWA - High laser rifle with history of AC era

Capable for - Any ACs which can use shoot-throw tactics or large EN amount & output at the same time
Weakpoint - Consumes extremely high EN when equipped & under charging
Customization recommended in - Any ways you want

      The name "KARASAWA" was born from name of a member of From Software development team, & this laser got together with AC series just except for 4 & fA. Anyway its specified points didn't get changed; super power with low ammos. & this time I'll write for specs of each customizations.
      - Power Level 3 : Destroys everything in front of you, but consumes more EN than other customizations.
      - Rapidity Level 3 : Capable for shoot-throw tactics & has relatively low EN consumption when charging, but muzzle velocity & firing stability will be decreased a lil bit
      - Accuracy Level 3 : Over 1600 muzzle velocity! Can be hit on fastest ACs lolz. Takes some more En & long charging time makes its DPS lower, though long charging time is not a problem cuz you'll take lower EN consumption per a sec when charging time is long enougn.










Au-L-K29 - High laser rifle with enough ammo capacity

Capable for - Any kinds of ACs with over 5300 EN output
Weakpoint - Low DPS, high EN consumption
Customization recommended in - Power Level 3

      Aka KRSW in ACV & Karusawa in japanese users. As its nickname, its model is quite similar with KARASAWA, just except for coloring. Makes high recoil when hit & you can combine some rifles to nuke proper targets in mid range. Usually hi speed missile is selected for this(so-called as laser-speed tactics), but I prefer to use hi power rifles with mixing hi speed mssls. You can gain EN recovering under charging when your total EN output is over than about 5300 & you may remember this to use it well.












Au-L-K37 - High Laser rifle with high specs

Capable for - Any kinds of ACs for mid range shooting
Weakpoint - Low DPS, though its firepower is very high
Customization recommended in - Power Level 3 or Rapidity Level 3

      Known as Nakajawa(中, has a meaning of middle between KARASAWA & Au-L-K29) in japan. & a primary weapon of light tetras & quick heavy bipeds. This laser rifle is the base of Laser-speed tactics, & skilled players usually take this as primary, & K29 as sub.






SHIOBUNE mdl.2 - TE type battle rifle

Capable for - Any kinds of ACs
Weakpoint - No enough firepower against heavies & tanks
Customization recommended in - Power Level 3 or Rapidity Level 3

      New face in ACVD & quite strange one. It's similar with lasers in former AC series & you'll have to press your trigger rapidily, same as using laser-machineguns. However it takes almost no EN to use & quite useful for mobilized ACs which uses its all EN for hi boost/glide boost.





#13. Laser Blade

      ...As I'm no good at using no-lockable ones, I'm no good at using melee weapons as well. & I cannot tell the detailed intels for these ones...I now apologize for my low skills Xp






KAGIROI mdl.3 - Long range type laser blade

Capable for - Assault type fast ACs
Weakpoint - Relatively low power
Customization recommended in - Accuracy Level 3

      By customizing in accuracy, you can gain extra blade range to cut down enemies, though its power will be decreased a bit. Maybe if you're melee user who's called as blader or piler, then you can equip EN amplifier on dual shoulder unit to gain more power & blade range at the same time. I seldom use melee weapons, & if I have to use, then I usually customize to accuracy specified for easier hit.





#14. Autocannon

      As the case of Plasma gun, there's just one & only autocannon in ACVD, named as AM/ACA-218. It's just overwhelming other autos.






AM/ACA-218 - High power type autocannon with extensive DPS

Capable for - Mid or light tanks
Weakpoint - Ineffective when enemy takes range
Customization recommended in - Accuracy Level 3

      Former Calebasse in ACV, & DPS is still remained in extremely high. If you've got close in front of a tank with double AM/ACA-218, I promise that you'll be vaporized in a sec. Watch out & take range. & in contrast, when you're using this, you'll have to get closer to gain enough DPS to target.





#15. Cannons

      Close-mid range KE weapon for tanks. Yet there are some other useful cannons, I'll suggest some easy cannons this time.








AM/CAA-204 - Balanced type cannon

Capable for - Midweight tank with some speed & armor at the same time
Weakpoint - No specified points than other cannons
Customization recommended in - Accuracy Level 3

      Easiest cannons for beginners. Quite effective in close-mid & hits a lil bit in mid range. & enough ammo capacity to press enemies. I found this part recently & it's quite balanced to use when customized in accuracy. However you'll have to prepare to break KE shield as well.






Au-G-C19 - High power type cannon with high muzzle velocity

Capable for - Mid tanks with enough armor & speed
Weakpoint - Relatively low rapidity, Low ammo capacity
Customization recommended in - Power Level 3 or Accuracy Level 3

      Hi power type cannon this time. If you're not satisfied with power of AM/CAA-204, then you can try this one. However you should be careful for each shots cuz it has just 25 bullets. & you have to prepare shield breaking method as well.





#16. Railcannon

      ...as Plasmas & Autos, there's just one railcannon can be used against ACs. & I prefer to use laser cannon rather than using this kind of cannons, though it takes a bit lower EN when charging...






HAYASAME mdl.2 - One & only my railgun

Capable for - Mid-long range type tank
Weakpoint - Takes some EN & a long time to be fully charged
Customization recommended in - Power Level 3

      Yep. Other railcannon can be replaced with this one. However I doubt this is stronger than laser cannons...Anyway you can snipe with this cannon cuz its optimal range is extremely long & muzzle velocity is very fast.





#17. Sniper Cannon

      Non-lockable weapon to snipe enemies in extremely long range. Usually equipped on tetrapods for reducing its reload, but some skilled players take these onto tanks as well. Anyway it's worth getting some practice for this I guess.






YAKUMO mdl.1 - Long range snipercannon for shooting ACs

Capable for - Tetrapods
Weakpoint - Non-lockable!
Customization recommended in - Power Level 3

      A moderate snipercannon & easy to use. Yet I'm no good at shooting moving ACs in long range, you may get some practice to fire this onto targets. & It's worth having some time with this, I promise.






AM/SCA-219 - A snipercannon to siege enemy turrets

Capable for - Tetrapods
Weakpoint - Non-lockable, Relatively short optimal range
Customization recommended in - Power Level 3

      I usually take this to takedown enemies' turrets in special squad missions on L20 Foal. & after all turrets disabled then I throw it away immediately cuz I'm no good at shooting ACs with this lolz.











AU22 Krait - Straight one to just hunt down ACs

Capable for - Tetrapods
Weakpoint - Low ammo capacity
Customization recommended in - Power Level 3

      2x scope than other snipercannons & has more damage onto target on extremely long range than YAKUMO mdl.1, cuz of stabilized optimal range. It really hurts! & besides it has faster muzzle velocity than other snipercannons as well.





#18. Howitzers

      ...Anyway I'm no good at using howies :p I'll suggest an easy one this time.







Au-K-L12 - Balanced one with high explosion damage

Capable for - Tanks, or sometimes tetras to get down Hokaibo :p
Weakpoint - Non-lockable, Can frag ally units
Customization recommended in - Power Level 3 or Accuracy Level 3

      Has quite good ability to bomb onto enemies or boil close ranged targets. Especially strong in tunnel maps. Maybe you can use it with some other cannons to get its bullet hit.





#19. HEAT cannon

      Yet there are other HEAT cannons, I'll introduce an easiest one to use cuz it's a kinda CE melee weapon for tanks, for its EXTREMELY low muzzle velocity.






Au-J-K28 - High powered HEAT cannon

Capable for - Tank with speed! ...with some armors as well
Weakpoint - Won't get hit if not close in
Customization Recommended in - Accuracy Level 3

      If you got succeed to get close with this, then you're almost victorious, cuz this can ignore CE SHIELD & has enough DPS & impact force lol. Usually used with dual firing tactics to make holded death to heavies or tanks.





#20. Pulse Cannon & Laser Cannon

      TE weaponaries usually used with tanks. Pulse cannon has high DPS in close range, just like autos or HEAT cannons, but consumes quite much EN for rapid fire & you'll have to get allies' support to use this. Laser cannons are usually taken onto tank as well, to get mid-long range fire. However in contrast of its description, laser cannon can't get a role of "cannon" cuz of slow reload. :p






Au-P-R55 - Pulse Cannon : High power type

Capable for - Tanks with enough speed & EN amount, output
Weakpoint - Takes much EN when firing rapidly
Customization Recommended in - Power Level 3, or 1/1/1

      In first regulation of ACV, dual pulse cannon with dual amp was quite OP. However in recent day of ACVD it's quite hard to use cuz of short explosion range. & in short range, there's an autocannon, which don't use EN when firing. Anyway its DPS wasn't changed & you may use this to counter tetras or HRJs.







ASAGIRI mdl.2 - Hi power type laser cannon for mid-long range TE fire support

Capable for - Mid-long range type tanks
Weakpoint - Long reloading time
Customization Recommended in - Power Level 3

      Dual Laser tank is quite effective against almost all kinds of enemies, but it's quite risky I think. & I prefer to use it in mid range with other cannon weapons. Anyway laser cannons have low DPS cuz of its reloading time & you'll have to think about team tactics for this.





#21. Some specified sub weapons

      Time for Sentry unit, Target gun & Jammers. You should take a specified FCS to use these kinds of weapons with effeciency. So be careful when building your AC with such arm units.






AM/SEA-212 - Gatling gun type sentry gun which can be a CIWS turret

Capable for - Supportive type heavy AC
Weakpoint - Quite heavy to equip, Requires specified FCS, Can be destroyed by enemies' firing

      When once deployed, that sentry gun will be activated & shoots lockable targets in range with infinite ammo. & gatling sentry have another role of being a CIWS. Maybe you can build an instant fortress on your own.






AM/SEB-149 - Missile sentry gun with high impact force & homing ability

Capable for - Supportive Heavy AC
Weakpoint - Heavy weight, Requires specified FCS, Can be destroyed by enemies, Low ammo capacity

      I usually use this to zone enemies in the area & make their CIWS out of ammo, cuz sentry gun's ammo is infinite when deployed, as I said before. Though its recognition range is quite long, you'll have to choose a place to deploy cuz it has just 22 units in the box.






AM/JAA-245 - Recon Jammer with more ammos

Capable for - Stealth assault ACs
Weakpoint - No direct attack ability at all

      Using one of your weapon slot for jammer is quite tough cuz jammer cannot get enemies' AP decreased directly. If you wanna be tricky then this could be helped though XD Stealth sneaking is quite fun imo.






AM/TGA-222 - Target gun which makes a good combo with vertical missiles, including HUGE MISSILE(GIGA MISSILE on foreign client)

Capable for - Teamplay with bunch of vertical missiles, or GIGA MISSILE
Weakpoint - You cannot kill an AC with this :p

      Specified weapon for co-op work, & it's quite effective when combined with allies' vertical missiles or GIGA MISSILE. It takes 30 seconds to be disabled, & there's no way to make its effect erased or decreased. If you're spotted with this, you'll have to evade enemies' missile storm. & don't forget that GIGA MISSILE is a kind of vertical missile.






#22. Shields

      New faces in ACVD & worth taking a slot of your arm or bay. This can guard damages in front of you & can make a huge deal loss if the situation is correct for each shields. I really seldom use non-shielded mech & always recommend to everyone to equip at least one shield to get still alive.






AM/SHA-207 - KE shield with armor enhanced

Capable for - Counter enemies' KE weapons
Weakpoint - Can be disabled by CE or TE firepowers

     My most usual shield. In front of this, almost all KE weaponaries are useless at all. It takes about 1000 bullets of power specified 3500mag gats to break this shield lolz. Most of my UNACs have this shield as well.






Au-U-E05 - CE shield with armor/AP enhanced

Capable for - Defend enemies' battle rifles & CE missiles
Weakpoint - Same as other shields, can be disabled by KE or TE weapons

      I sometimes use this shield to protect my fast heavy bipod AC from enemies' CE attacks, though I tend to try to evade CE attacks with KE shield equipped, cuz almost all CE weapons can be evaded in mid range. Anyway it's helpful in some story missions as well.





AMAGOROMO mdl.2 - TE shield with high TE resistance

Capable for - Guarding TE weaponaries
Weakpoint - Same as other shields, & takes some EN when equipped

     Shield for CE leg based units, especially light tetrapod. Maybe no more descriptions will be needed I guess.






Quite tired while writing this :p Sorry for some weird expressions & not having all arm parts' instructions. Hope this article could help you to build a strong AC. 

Thx for reading :D