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Post by hinatasou on May 9, 2006 1:01:17 GMT -5
Sushiboy is on Crest side.
I'd have to substitute Chimera for something else. Oh well, I'm eager to see how RedEye's dual sniper rifles would work out.
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Post by Purist on May 9, 2006 1:02:07 GMT -5
No no, I know that Sushiboy is on Crest; I just thought you originally wanted to submit two Mirage's instead, is all.
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Post by Shark on May 9, 2006 1:21:20 GMT -5
Ah, who can forget MW-Mint...
That was the league tank which used the OB manuever.
It's interesting that you've swapped out EO for OB; I suppose the inside napalm makes up by providing added heat.
Interesting measures for maneuverability.
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animesou
Entry Level Technician http://www.freewebs.com/shear_x000/MISC%20Pics/SiteRankIcons/Red.gif[
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Post by animesou on Jul 12, 2006 0:38:03 GMT -5
Designer Concept #5 - Missile Arms The ones that do insane damage but limited ammo. 1 hit can knock most ACs down to half their life. Problem is that they are SLOWWWWW. I was going to use it as a tease for the weapon arms tourney but seeing as that didn't pan out...I'll post it later. Still a work in progress.
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Post by Purist on Jul 12, 2006 0:56:26 GMT -5
Isn't it like that 6000 attack missle back part?
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Post by Shark on Jul 12, 2006 2:49:05 GMT -5
There are missile arms which produce almost an exact replica of those back missiles.
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Post by Tailsnake on Jul 23, 2006 17:10:21 GMT -5
I love those arms, they were originally on Noah for the no-limits tourney but they didn't pan out. 1 4-shot salvo is enough to cripple ANY AC up against it.
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animesou
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Post by animesou on Jul 23, 2006 17:39:31 GMT -5
Designer Concept #5 - Missile Arms
The most damaging weapon in the game (6000 ATK baby!!!) more so than even the LX cannon. Limited ammo (8 shots) but one hit can deplete the lives of most ACs to less than half. UBERLY SLOWWWWWW tracking. Another downside of course is going up against a Medusa. Hopefully the faster firing extensions will trigger the decoy pod first before the heavy missles land. Not sure if they would be better suited for a tank model. I went for a biped for mobility. Defense sucks though. Ideally you'd want to release the missiles as close to the opponent as possible. Range is 250-290 meters.
Name: Boom Head: Eye Core: Cronus <--- 19 slots Arms: CR-WA75MSP Legs: CR-LH94A2 Booster: Gull FCS: Miroku Generator: Ususama Radiator: R02 Inside: Coral Extension: Gar Back Unit R: CR-WB85MPX <---- 6000 ATK, Ammo 4, range 290 Back Unit L: Siren2
Optional Parts: * Amino * CR-069ES * CR-071EC * CR-075LA Reduces missile lock-on time * CR-079L+ * Codon * Ribose Adds missile display to radar * Kangi
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Post by Shark on Jul 23, 2006 18:14:08 GMT -5
That looks cool. Gotta play with that missile AC sometime.
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animesou
Entry Level Technician http://www.freewebs.com/shear_x000/MISC%20Pics/SiteRankIcons/Red.gif[
Posts: 165
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Post by animesou on Aug 18, 2006 18:49:50 GMT -5
Designer Concept #6 - Pure Wave Blader
This is the one I used in the blade tournament. Syura weapon arms provide dual wave attacks. Special wave attack is a spread. What is definitely unique about the blade arms is that it IS affected by the energy optional parts Phage and Kangi but gets no increase when using the specialty laser blade optional. Also the arms are effected by FCS unlike normal blades where it doesn't matter. Like all weapon arms the core suffers from a lack of defense and has to rely on it's speed to dodge attacks.
What puzzled me the most was configuring the range of the AI. I spent weeks varying it from long range +16 to short range -16 and everywhere in between and still haven't found the optimum. There is a minimum close distance range required to throw a wave. If it's too far beyond that range, then it'll just hop around idling. If it gets too close then you give it the choice to slash the opponent instead. FCS and some head parts also have built in range for tracking the opponent and may play a factor as well.
Name DarkAngel Head Hornet tuning: x,x,x,x,10 Core C83UA tuning: 10,x,x,x,x Arms Syura Legs LH96FA tuning: 1,x,x,6,3 Booster B83TP tuning: x,2,8 FCS F91DSN Generator Ususama tuning: x,x,10 Radiator Ragora tuning: x,x,10 Inside - Extension Turbot Back Unit R Pegasus Back Unit L Pegasus Arm Unit R - Arm Unit L - Hanger Unit R - Hanger Unit L - Optional Parts * 069ES * 071EC * Codon * Phage * Kangi
AI Tune Base -4, -16, +14, -14, -16, +14 Performance 5, 5, 9, 5, 5, 10, 10, 9, 9, 10 No Chips
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Post by Purist on Aug 18, 2006 20:25:23 GMT -5
It's definitely hard to set a range on a blader...especially for waver bladers.
I've tried to configure a psuedo-sniper's AI into a wave blader that I was going to enter in the tourney, but miserably failed, since it would back up too far away. When I program it to get closer...it would strike with the blade, and those weak things hardly do any damage. (I'm aware that I'm repeating some of the things you said, but I'm just re-confirming it).
However, I think that a sniper's AI is most ideal for an AC such as a wave blader...but getting the range part down and making an AC stay within that range and come close for slashes will be a terribly hard thing to do.
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