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Post by hinatasou on Feb 18, 2006 0:53:00 GMT -5
Yea, I just wanted to be different, although Hina's Hanger does have a nice ring to it.
Ok first one was based off the Formula Regular League #10 Big Bone (which gave me the hardest time the first time I played beating me more than 10 times in a row). It first had double Lamina back units, then the LX cannon was adapted during the Exhibition Battles. I uses the Medusa inside unit for anti-missile defense. Anoku is for tight turns against lighter mechs that try to get behind it.
[glow=red,2,300]Name BIG RED Colors Red Subcolor Black
Head- Hornet tuning-x,x,x,x,10 Core- Selena tuning-3,x,x,7,x Arms- Loris tuning-x,9,x,x,1 Legs- LT02-Boar2 tuning-x,x,x,x,10 Booster-- None FCS- CR-F91DSN Generator- Kujaku tuning-x,10,x Radiator- Furuna tuning-x,10,x Inside- Medusa Extension- Anoku Back Unit R- CR-WBW98LX Back Unit L- CR-WBW98LX Arm Unit R- Arm Unit L- CR-WH05BP Hanger Unit R- Hanger Unit L- Optional Parts: -Amino -CR-069ES -CR-079L+ -GOLGI -HISTON -CR-086R+ -MARISHI -KANGI
*AI TUNING* ---Character--- Range-- +6 Action-- +16 Move-- +9, -10, +16 Tactic-- +16
---Performance--- Enemy-5 Terrain-5 Atk Strt-9 Def Strt-5 Heat Con-5 En Con-10 AC Con-9 Move Con-9 Wpn Con-10 Srch Con-10
---Operations--- None[/glow]
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Post by hinatasou on Feb 18, 2006 1:06:19 GMT -5
Second is Dragon. It's named after the mythical beast because of it's four legs and the rocket inside part, fire breath!! It was based off the final Exhibition Match mech (#50) Sierra Nevada. Originally designed to specifically seek out and destroy rainmaker's Omega. I tried to copy Homura's (#48) AI settings as best I could by having it jump alot while maintaining close range which could only be done with the Mod-1 chip. [glow=green,2,300]Name Dragon Colors Green Subcolor White Head- Queen tuning-x,6,x,x,4 Core- CR-C98E2 tuning-x,4,x,x,6 Arms- Lemur tuning-5,2,x,x,3 Legs- CR-LF93A2 tuning-x,7,3,x,x Booster-- Gull2 tuning-x,x,10 FCS- Kokuh Generator- CR-G91 tuning-x,10,x Radiator- Linden tuning-x,x,10 Inside- CR-I84RN Extension- CR-E82SS2 Back Unit R- SIREN Back Unit L- none Arm Unit R- CR-WR81G Arm Unit L- SYLPH Hanger Unit R- Hanger Unit L- Optional Parts: -Amino -CR-069ES -CR-069SS -CR-071EC -CR-079L+ -O08-RIBOSE -CR-086R+ -MARISHI -KANGI *AI TUNING* ---Character--- Range-- -16 Action-- +16 Move-- +13, -12, -16 Tactic-- +14 ---Performance--- Enemy-5 Terrain-5 Atk Strt-10 Def Strt-5 Heat Con-5 En Con-10 AC Con-10 Move Con-10 Wpn Con-5 Srch Con-10 ---Operations--- 0 sec - Mod-1 30 sec - Mod-1 60 sec - Mod-1 90 sec - Mod-1 120 sec - Mod-1 150 sec - Mod-1[/glow] Anti-Widower tuning for the tournament (see Tamer's design for explaination) [glow=purple,2,300]*AI TUNING* ---Character--- Range-- -16 Action-- -16 Move-- +13, -12, -16 Tactic-- +14 ---Performance--- no changes ---Operations--- 0 sec-- MAA-3 30 sec-- MAA-3 60 sec-- MAA-3 90 sec-- MAA-3 120 sec-- MAA-3 150 sec-- MAA-3[/glow] ********************************************* After losing to rainmaker's Cerbereus, I had to modify Dragon so that it had better turning capabilities. The Codon optional part is absolutely necessary. Some changes in the Performance of the AI. It needed a point in Terrain because it kept getting stuck to one of the metal towers in Rus Field. The biggest change is the legs to Lizard, sacrificing defense for better turning. Too many people were using CR-C98E2 so I wanted to be different. ^^ [glow=white,1,300]Name: BlueEyes (Shining Dragon) Head- Queen tuning-x,5,x,x,5 Core- CR-C98E2 tuning-x,3,7,x,x Arms- Lemur2 tuning-1,2,3,x,4 Legs- Lizard tuning-x,10,x,x,x Booster- Gull tuning-x,x,10 FCS- Kokuh Generator- CR-G91 tuning-x,10,x Radiator- Linden tuning-x,x,10 Inside-CR-I84RN Extension- CR-E82SS2 Back Unit R- Siren Back Unit L- none Arm Unit R- CR-WR81G Arm Unit L- Sylph Hanger Unit R- none Hanger Unit L - none Optional Parts: -Amino -CR-069ES -CR-071EC -CR-079L+ -Codon -CR-086R+ -Marishi -Kangi *AI TUNING* ---Character--- Range-- -16 Action-- -16 Move-- +13, -13, -16 Tactic-- +14 ---Performance--- Enemy- 10 Terrain- 6 Atk Strt- 10 Def Strt- 4 Heat Con- 5 En Con- 5 AC Con- 10 Move Con- 10 Wpn Con- 5 Srch Con- 10 ---Operations--- 0 sec-- MAA-3 30 sec-- MAA-3 60 sec-- MAA-3 90 sec-- MAA-3 120 sec-- MAA-3 150 sec-- MAA-3 [/glow]
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Post by ninja-cobalt on Mar 12, 2006 23:10:29 GMT -5
i love big red's design, just to say, it beat BT wyvern in about 10 seconds
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Post by hinatasou on Mar 13, 2006 0:56:58 GMT -5
thanks, CR-WBW98LX cannon can beat almost anything...
In the International Version Big Red gets beat by the opponents that make it overheat since they close the distance fast. Once it's out of energy, it can't fire the LX, and it can only rely on it's left hand weapon.
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Post by ninja-cobalt on Mar 13, 2006 23:18:16 GMT -5
Yeah, I do enjoy pitting it off against light mechs in small arena's where they cant dodge though. Ah, and if you're interested, I did find a situation where Widower got destroyed in about 15 seconds. so it's not perfect, but damn near.
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Post by hinatasou on Mar 29, 2006 22:51:06 GMT -5
Tamer is a cross between the International Version's Exhibition opponents #36 Hayabusa and #48 team Miyabi's Homura. I had a quad model before but the biped model has better turning capabilities. Like Dragon, it's an overheat tank killer with the CR-I84RN inside, CR-WA69MG machine gun arms, and the non-energy rounds EO.
The character tuning is unique. I call it my anti-Widower settings. Strangely, Action is set all the way to the bottom so that it would maintain that close range. Like Dragon no running movement, only jumping and dashing. Tactics was set slightly lower than the max +16 (same as Dragon). I found that maxing tactic makes the AC totally hard headed, not trying to dodge at all. +16 tactic makes it sacrifice it's Life just to keep attacking. It also makes the AC stupidly stand right in front of the opponent instead of hitting from the side or the back. That's like offering your head on a platter saying "Hey Widower, come kill me! I'm all yours."
edit (4-28-06): Changed the arms to stronger Bazooka arms. FCS had to match the new weapons. I went back to the drawing board, scoped out Homura again. It focused on reduced energy usage so that it can turn efficiently. Gundari added much to total energy supply. Sacrifices defense for optimal turning capabilities Anoku. That way Cerberus is never out of its sight.
[glow=purple,2,300]Name: Tamer Color: Magenta Subcolor: White Weapon Color: Black
Head- Queen tuning-x,x,x,x,10 Core- CR-C98E2 tuning-x,x,10,x,x Arms- CR-WA69MG ------> CR-WA74BZL Legs- CR-LH96FA tuning-5,x,x,1,4 ------> tuning-5,x,3,1,1 Booster- Gull2 tuning-x,10,x FCS- Cowry ------> CR-F91DSN Generator- CR-G97 tuning-x,10,x ------> Gundari tuning-x,10,x Radiator- Ragora tuning-x,x,10 ------> Linden tuning-x,10,x Inside-CR-I84RN Extension- CR-E82SS2 ------> Anoku Back Unit R- none Back Unit L- Siren3 Arm Unit R- none Arm Unit L- none Hanger Unit R- none Hanger Unit L - none Optional Parts: -Amino -CR-069ES -CR-071EC -Kissyoh -CR-079L+ -Organelle -Codon -CR-086R+
*AI TUNING* ---Character--- Range-- -16 Action-- -16 Move-- +14, -14, -16 Tactic-- +14
---Performance--- Enemy- 5 Terrain- 5 Atk Strt- 10 Def Strt- 5 Heat Con- 5 En Con- 10 AC Con- 10 Move Con- 10 Wpn Con- 5 Srch Con- 10
---Operations--- 0 sec-- MAA-2 30 sec-- MAA-2 60 sec-- MAA-2 90 sec-- MAA-2 120 sec-- MAA-2 150 sec-- MAA-2 [/glow]
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Post by Silence on Mar 30, 2006 11:06:04 GMT -5
Awesome AC's. AndI like the order you posted them in with their names.
"BIG RED DRAGON TAMER"
Nice......
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Post by hinatasou on Apr 3, 2006 0:09:28 GMT -5
Tamer's loss against Reverb has made me reconsider my strategy. Going back to the drawing board with Widower, the ultimate opponent that it is, there are two ways to take it down:
1) Already described is close range circling and firing constantly taking advantage of Widower's E mobility (Dragon and Tamer's AI)
2) Destroy Widower with even greater power than it dishes out. Not only must it have high defense, but it must be able to carry the weight of heavy armaments. This sounds almost impossible for a tank model without the LX cannon....
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Post by Shark on Apr 3, 2006 0:19:18 GMT -5
Ah, a teaser. Ought to interesting, this Widower of bipeds...
Now everyone seems to think that Widower is the benchmark. But, I suppose given the above thoughts... the biped will have powerful weapons... be armored, and have decent manueverability/turning speed, perhaps?
All we can do is speculate...
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Post by hinatasou on Apr 3, 2006 0:32:26 GMT -5
lol didnt mean to have hyped it too much but you're right on the money Sir Magus the Grey (*bows*) ok I checked uxnr's design (Barda, biped tourney) to make sure they weren't the same. It uses the same weapons CR-WR81G grenade and the WH04HL-KRSW. But my AI is more long range. No inside (can't sustain the weight). When matched against Widower it takes all the hits. Widower runs out of EN for it's lasers. When fighting against Tamer and Dragon, it just continues its assault. I cant decide what Operations chips to give it. Currently has none.
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Post by Purist on Apr 3, 2006 1:03:14 GMT -5
Well, Animesou, for AI (I'm assuming it's a biped), since you're doing long range, I suggest you try out the back up while jumping but staying in weapon range chip (don't remember the name, heh). That's also assuming you configured the AI so that the AC focuses on dashing and jumping instead of running, with -16 stable. The AI chip will help it dodge many of Widower's attacks.
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Post by Silence on Apr 3, 2006 1:09:50 GMT -5
DEF-3 works wonders for range.
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Post by hinatasou on Apr 9, 2006 16:00:19 GMT -5
*Ultimate Biped project on hold* I appreciate the suggestions. Currently, I'm reconfiguring Dragon and Tamer for the league. In the meantime enjoy these concept designs.
*********************************************
Designer Concept #1-1: Someone at GameFAQs (MysteryRaven) wanted a constant flier. He said he was able to do it manually, but had a hard time programming an AI to do so. I used reverse leg joints for max height. No energy weapons/EO because you want to use all the energy exclusively to maintain flight. Saisui helps to recharge the energy in air prolonging flight. The MOB-2 chip Cross Over in conjunction with maxing Jump with some Dash programming does the trick. The arm bazookas are to kill the opponent quickly. If a match drags on too long, eventually it'll run out of energy and be forced to land making it vulnerable.
[glow=blue,2,300]Name ANTI-GRAVITY
Head- CR-YH85SR Core- CR-C89E Arms- CR-WA69BZ Legs- CR-LRJ84M Booster-- Vulture3 FCS- CR-F75D Generator- Fudoh Radiator- CR-R92 Inside- Extension- Saisui Back Unit R- Back Unit L- Arm Unit R- Arm Unit L- Hanger Unit R- Hanger Unit L-
*AI TUNING* ---Character--- Range-- -16 Action-- +16 Move-- +8, +16, -16 Tactic-- +14
---Performance--- Enemy-5 Terrain-5 Atk Strt-10 Def Strt-5 Heat Con-5 En Con-10 AC Con-10 Move Con-10 Wpn Con-5 Srch Con-10
---Operations--- 0 sec - Mob-2 30 sec - Mob-2 60 sec - Mob-2 90 sec - Mob-2 120 sec - Mob-2 150 sec - Mob-2[/glow]
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Post by hinatasou on Apr 9, 2006 16:14:28 GMT -5
Designer Concept #2: I always wanted to recreate the most feared AC in all it's glory. The International Version's AI was just pathetic. Difficult because of weapon overload compounded by the Mayfly head. It only has an AI capacity of 64. Wec-1 works well switching weapons. I really wanted it to use the back Grenade launcher but it can only do so with a long enough range. Long range means that it won't have a chance to deal damage with its laser blade. In some stages like the Grand Arena the Magoraga missiles spread and hit the ground. Still far from perfect. [glow=orange,2,300]Name Nineball Head- Mayfly Core- CR-C98E2 Arms- Langur Legs- CR-LH80S2 Booster-- Birdie2 FCS- CR-F75D Generator- CR-G97 Radiator- Linden Inside- Extension- CR-E82SS2 Back Unit R- Magoraga Back Unit L- CR-WB87GLL Arm Unit R- CR-WR93RL Arm Unit L- Moonlight Hanger Unit R- Hanger Unit L- Optional Parts -Amino -CR-069ES -CR-069SS -CR-071EC -CR-075LA -CR-079L+ -Ribose -CR-086R+ -Marishi *AI TUNING* ---Character--- Range-- 0 Action-- +16 Move-- -4, -14, +8 Tactic-- +14 ---Performance--- Enemy-2 Terrain-8 Atk Strt-5 Def Strt-5 Heat Con-0 En Con-10 AC Con-9 Move Con-9 Wpn Con-6 Srch Con-10 ---Operations--- 0 sec - Wec-1 30 sec - Wec-1 60 sec - Wec-1 90 sec - Wec-1 120 sec - Wec-1 150 sec - Wec-1[/glow]
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Post by ninja-cobalt on Apr 10, 2006 0:28:49 GMT -5
interesting concept, i like it...
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Post by hinatasou on Apr 19, 2006 14:55:14 GMT -5
Designer Concept #3: The worst AI ever?! teehee, I wondered if it was possible to create a core that did not move at all. The Operations Chip NMO-1 Dead Legs prevents all spacial movement. However, I first used the heaviest biped model that I can think of and all it did was jump in place like a bunny rabbit which was kinda funny. To make it not jump anymore required tank legs. Now all it does is stay in place and rotate like a gun turret like the ones you see on battleships, hence the name. With the right weapons, it might not be a bad idea especially equipping it with long range high powered energy weapons.
[glow=cyan,2,300]Name Turret
Head- CR-YH70S2 Core- Cronus Arms- Drill Legs- CR-LT71 Booster-- FCS- Limpet Generator- CR-G97 Radiator- CR-G92 Inside- Extension- Back Unit R- Back Unit L- Arm Unit R- Arm Unit L- Hanger Unit R- Hanger Unit L-
*AI TUNING* ---Character--- Range-- +16 Action-- -16 Move-- -16, -16, -16 Tactic-- +16
---Operations--- 0 sec - NMO-1 30 sec - NMO-1 60 sec - NMO-1 90 sec - NMO-1 120 sec - NMO-1 150 sec - NMO-1 [/glow]
I'm running out of glow colors.
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Post by ninja-cobalt on Apr 26, 2006 18:32:26 GMT -5
What's the longest you've ever gotten Anti-gravity to stay up in the air? i cant get more than a minute on my flying AC...
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Post by hinatasou on Apr 27, 2006 19:28:44 GMT -5
40 sec, Anti-Gravity isnt a true unlimited flight design. It uses normal boosters and it's energy steadily starts decreasing in the air. Saisui refills it twice. Basically it's a race before it's energy runs out. MysteryRaven's Aestivales with the Extension: CR-E98HB has the potential for limitless flight (no energy drain whatsoever) so long as it doesnt use normal boosters in the air. But it's weapons are not strong. I'm going to try out Tailsnake's (Golden's) Fly Guy.
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Post by Tailsnake on Apr 27, 2006 19:33:47 GMT -5
I have the same problem using My flight AC, It can stay in the air indefinately while using it's aux boosters but the drain is to great when it uses it's normal boosters.
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Post by hinatasou on Apr 27, 2006 22:51:45 GMT -5
Designer Concept #1-2: Endless Flight Version 2. Based off of MysteryRaven's Aestivales with changes in its weapons and FCS. I seem to like making overheat cores - Coral Napalm Rocket + Cluster Missiles + Grenade Rifle. The AI is entirely my own. Manually configured it without any chips. It was able to fly without any points in Run. Siren radar was necessary otherwise if the opponent went out of its visual sight it would be dumbfounded and idle.
Name: Aestivales (Aerial Battle Frame Mark II)
Head: CR-YH70S2 tuning: x,10,x,x,x Core:YC-07CRONUS tuning: x,10,x,x,x Arms:CR-A92XS tuning: x,10,x,x,x Legs:CR-LH80S2 tuning: x,10,x,x,x Booster:CR-B01TP x,x,10 FCS: CR-F91DSN Generator: USASAMA x,x,10 Radiator:MOKUREN x,10,x Inside: I03RN-CORAL Extension: CR-E98HB Back Unit R: CR-WB91MB Back Unit L: WB17R-SIREN3 Arm Unit R: Arm Unit L: CR-WL95G Hanger Unit R: Hanger Unit L: Optional Parts - AMINO - CR-069ES - CR-071EC - CR-075LA - CR-079L+ - CODON - RIBOSE - MARISHI
Base Character Range -16 Action +16 Dash -16 Jump -10 Run -16 Attack +14
Performance ENEMY 5 TERRAIN 5 ATK STRT 10 DEF STRT 4 HEAT CON 4 EN CON 10 AC CON 10 MOVE CON 10 WPN CON 5 SRCH CON 10
Operations None
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Post by ninja-cobalt on Apr 27, 2006 23:08:42 GMT -5
My AI setup is similar, although with a 7 in jumping, basically the only major differance
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Post by hinatasou on May 9, 2006 0:38:03 GMT -5
Designer Concept #4: Since there's no telling when shear will officially reveal an updated Widower (last I heard it was going to be a quad), I took it upon myself to upgrade the basic concept. I mean no disrespect to shear who was adamantly against anyone using Chimeras. I've been looking into ways of making up for the disadvantages of the tank, namely its poor movement.
This is still a tank model with one twist. It is an ANTI-anti-tank killer. It's my first OB model and hopefully will spur further OB innovations. It is equipped with my own flavorful napalm rocket that I love in an effort to hinder the opponent's movement (imagine the mayhem if it was equipped with a Hohshi). High AP of 9338.
Name Widower2
Head- Hornet x,x,x,x,10 Core- C06-EOS x,x,x,10,x Arms- Lemur2 x,x,x,1,9 Legs- CR-LT71 x,x,x,8,2 Booster-- FCS- CR-F82D2 Generator- Orchid x,x,10 Radiator- Ragora x,x,10 Inside- CR-I84RN Extension- Jiren Back Unit R- Chimera Back Unit L- Chimera Arm Unit R- Arm Unit L- CR-WH05BP Hanger Unit R- Hanger Unit L-
Optional Amino 069ES Codon Histon Phage CR-086R+ (or Kangi, wasn't sure how to best use the last 2 free slots, Organelle?)
*AI TUNING* ---Character--- Range-- 0 Action-- +16 Move-- -16, -16, +16 Tactic-- +16
---Performance--- Enemy 6 Terrain 9 ATK Strt 9 DEF Strt 6 Heat Con 6 EN Con 6 AC Con 10 Move Con 10 Wpn Con 5 Srch Con 10
---Operations--- (there should be a better OB chip combination) 0 sec - MAO-1 30 sec - MAO-1 60 sec - MAO-1 90 sec - MAO-1 120 sec - MAO-1 150 sec - MAO-1
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Post by Purist on May 9, 2006 0:46:52 GMT -5
Ah....the lesser tank leg part (platform, it's called?). The E05 reminds me of the OB-ing Skylla user from the beta group; it must be awesome to see Widower2 OB-ing and shooting its weapons simultaneously.
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Post by hinatasou on May 9, 2006 0:52:25 GMT -5
Energy supply is great and turning isn't all that bad. I kinda wanted to use an OB+Grizzly for the Mirage tournament but there were too many Mirage entrants already.
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Post by Purist on May 9, 2006 0:54:52 GMT -5
Well, if you want to withdraw Sushiboy or something, I guess you can do that, since carnage was talking about expanding the bracket to 12 each.
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