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thirteen37
I love this scoot, I'm posting current stats though the machine's only half finished. Its retarded name is because I've got a Bear-2 chip driving it. I've also got the cool white/blue paint scheme going on.

EV3 (-28)
4-Baller (+30)
EMP Laming faust (-40... workin' on it)
Schmelzen faust (+99 hur hur hur)
SVabwehr kanone (+1... workin' on it)
Granatwerfer (-93 for max blast radius)

Zwerg Model
New SV Plans
Noise emitter
2x 10/2 coprocessor (the one with good TAPS speed)
2x 30/6 coprocessor

My ultimate plan for final tunes is EMP at max lunge range, and SVabwehr7 at +99 for long range pwnage... the 18 ammo is acceptable on account of having only 2 weapons sharing the green cubes. I don't know how hard I'll have to crank the legs in order to get there, I don't think it's all the way to max heavy.
Ky Kiske
...you know, when I read this for some reason I was thinking you meant Raeketenwerfer, not Granatwerfer. Suddenly this looks a lot more possible now. Granat's a lot lighter.

I was actually kinda disappointed in the Raeketenwerfer when I finally got it. I guess it gets a lot more evil deep in the -tune curve... I gotta try that.

I'll get back to you tonight on this build though. I'm pretty sure everything's going to work, though the +99 Kanone7 is going to be a bitch on weight. I think I messed around with something like this on 4L a couple nights ago... hand Raeketen, Schmeltz'em, Kanone7. Think I had to tune the body a little down, legs a little up, and didn't have the K7 at +99 (had Schmeltz there though).
thirteen37
Whoo... Raketenwerfer would be fun, but no I need some bread-and-butter effectiveness first. The SVabwehr gets up to 7.36 at +99, according to the post I made in the other forum... it starts at 5 and change so there ya go, it isn't a whole lot heavier.

Raketenwerfer's -99 stats are pretty sweet. I'm highly tempted to make a lighter ratketen-boat build... maybe I'd even use a pair of those. Future plans though. Definitely not something I'm thinking about at present.
Red Orbit
that's a good setup, but just a few tidbits of info...

-> the lighter you tune a weapon with emp effect, the shorter the duration of effect

-> kanone7 comes to just under 10 tons when max tuned ><'''

I like the design, the fists for zwerg are kick ass, and the kanone7 is great fro long range, but it's going to slow you down incredibly and for a melee mech I don't think that's such a good thing =S

btw, switch the regular grenade launcher with the emp granatwerfer and tune it light all the way. emp + blast radius = La Kick Ass LOL

*edit* when I say Kanone7, I meant Karabiner9/8, got confused for a moment there
Ky Kiske
I used Bear-1 since he's heaviest. If your Bear is lighter, it's all good, you might need a +tune or so less on the legs.

EV.3: -28
4Baller: +66
Lahmung Faust: -99
Schmelzen Faust: +99
Granatwefer8/1: -93
SVab. Kanone7: +99

Bär-Ein

CP SH-422 x2
CP SH-640 x2
Zwerg modell
Neuer SV Modell Plan
Geräuschemitter
Gummiente (hood ornament, not an actual option)

If I must say so myself, VERY expensive, over 5 million in tuning after all's said and done. You can run the Lahmung a few tunes heavier, but I figure why bother. There's no benefit except like 18 more AP (and maybe a little more stun duration, but I doubt enough to worry about it).

The Chip is level-0 so I have no idea how this would perform with a well-trained Chip. To get a rough idea I tried it with my (currently L328) Wolf-2, which is only a little lighter than the Bear. I found it fairly quick on the ground, with a slightly lower jump than I'd like. There was also a real sense of weight to the legs; it's not just speed/turn/jump stats that are affected by +tuning, there's a really palpable responsiveness level you change as well. Still, it moves around quite quickly to be packing the destructive power it does. Not quite my playstyle - I'm way too hooked on high-ROF weapons, especially in the hands - but still potentially effective, if you were sneaky enough. The Granats don't do a lot of damage, but their prime purpose of snuffing out OC, they do well. The K7 seemed brutally effective at killing shit, but ran out of ammo frequently - probably because I was shooting way too much in what's essentially a melee design. The only gripe I had with the melee ability was the lack of stun duration from the Lahmung.

I do have some thoughts if you want 'em... but I'm not sure you do. Maybe play it your way first and see if your mind changes. Very expensive, but potentially quite brutal SV.
thirteen37
Thanks for giving it a shot. I should be pretty close to my own completely tuned version, after last night's stock-market rampage. I definitely see the machine as more using terrain and opprotunism to bring enemies down rather than being a rusher. Melee's so dangerous anyway that I try to avoid exposing myself when I don't need to.

My only worry is if reduced speed makes the Pounce attacks slower and easier to avoid. That would make life significantly more difficult and probably move me to tune the gun all the way Light rather than Heavy.

EDIT: I would much rather use maschinengewehr +99 than SVabwehr near 0 tunes. The MG gives more punch and kill cap for similar wieght.
Ky Kiske
I just sent you a PM about an idea I have based on this one. I do like the setup above, but I had already thought a Maschinengewehr on a faster platform might be the way to do this. I'm also probably breaking tradition in that I figured on using only a single melee weapon. Let me know what you think.
thirteen37
The two melee weapon setup (especially for Zwerg where there are two different statistical balances) has some solid advantages and on a "melee" scoot I wouldn't consider trading them away. Specifically:
Even tuned down to nothing the EMP fist still has really good armor.
The super-light EMP fist has an enormous lunge range, which I use for pulling my scoot into reach for the super-damaging acid fist.

On the other hand, I've frequently considered swapping one of the arm mods on my gunner scoot for a melee weapon, just to channel ammo into the heavier weapons it has on the back.
Ky Kiske
More I look at it, the more I think a Maschinengewehr is just the way to go on this thing. I'd even say not even +99, either, just up to a decent level. I think you could do Lahmung -40/50, Schmelzen +99, Granat -93, and Maschinen untuned on a Baller with almost no leg tuning. Basically just play with it between +tuning the legs and -tuning the Maschinen (if necessary) and save at the blend of mobility/power you want.
thirteen37
QUOTE (Ky Kiske @ Nov 15 2005, 11:24 AM)
I think you could do Lahmung -40/50, Schmelzen +99, Granat -93, and Maschinen untuned on a Baller with almost no leg tuning.

Haha that's basically what I had until I got the chip really damaged and went back to gunning until I had enough money to totally overhaul the build. It works... it's okay... but you know me. "Okay" is not where I stop fiddling with a design.

Pants-wetting damage? That's the kind of thing I'll hang my hat on, even if I've gotta sacrifice some mobility. EDIT: by pants-wetting I mean ten fricking K times chip times critical times backshot ... times two just because the gun is BAD ASS ... every 30 frames. It ALMOST doesn't matter that it's on a melee build except:
* no arm mods to share ammo with
* still pwns even if/when I run out of ammo

Hmm... this might be a good point to check on speed vs tuning etc. I might be able to sacrifice a bunch of armor and get better specs on a different leg set.

4-wheel does carry just a little more than 4-baller at the same tuning level, and is also lighter.
2-wheel has comparable carry cap but it's much lighter.
2-leg carries a LOT more and, while it's much slower the secondary movement stats are great and it would need so much less tuning.
Ky Kiske
2Legs are generally great mods, IMO. You're right that they lose out big to the groundspeed-specialized mods (Wheeled, Ballers), but I really like the added side-dodge ability and aerial speed. Great stability, too. I love that they've made a comeback - in PC, due to the screwy aerial controls, ground movement was kind of the big thing, so most non-speed mods were sort of weak. They didn't intend it to be that way, but the lack of shoulder buttons on the XBox controller shoved it down their throats.
thirteen37
Read my edit. I think I'm sold on the abwehr +99 no matter what.
thirteen37
Well, I've got everything in place now except I tuned the Baller legs to +99 for like no reason at all, and the SVabwehr's only at +20... which is a bit of a sweet spot for that weapon in comparison to untuned. The movement's a bit deliberate, but the reach on Lahmung Faust is fantastic and the abwehr fire-linked to that attack stuns a bit, so I think careful use of terrain and weapon selection can compensate for my limitations in that department.

The limited jump hieght is actually neat considering how the Bear has a wide, short TAPS range. It's much easier to make use of lunges while I'm jumping since the vertical travel isn't enough to break a midrange lock.

Yeah, I'm sold on SVabwehr kanone 7. It's already two-shotting lighter A-rank scoots if I get a backshot opportunity... I can't wait to see what the weapon does to people when fully-tuned.
Ky Kiske
Hey Jon, semi-related question. What LV is your Chip's Speed skill? And what is the XX.xx number beside it? There's a reason I ask. If you're curious, though he is not yet fully leveled, my Chip is L30 Speed, and has 82.07 (I think) there.
thirteen37
I'll have to get back to you on the details. For now, I think my Chip is in the 15-20 range on Move, maybe 10-15 on Jump. Unmodified max speed and jump for those legs at +99 are something like 195 and 11; the speed even at max heavy is really impressive compared to other Zwerg legs even at 0 or -99, though that is before considering carried wieght of course.

As it is I can hop out of the Stuttgart trench in the usual spots for it, and jump clear across it anywhere near a bridge.
Mr.B
QUOTE
Hey Jon, semi-related question. What LV is your Chip's Speed skill? And what is the XX.xx number beside it? There's a reason I ask. If you're curious, though he is not yet fully leveled, my Chip is L30 Speed, and has 82.07 (I think) there.
What? Are you trying to find the equations of the increase of stats in order to write a chip max stat guide?
Ky Kiske
QUOTE (Mr.B @ Nov 22 2005, 11:19 PM)
What? Are you trying to find the equations of the increase of stats in order to write a chip max stat guide?

More or less. It would be neat to be able to compare the different breeds of Chip, all at their maximum level, and examine relative strengths and weaknesses. Obviously there'd be a little individuality to each Chip since you can influence its growth with weapon training, but being able to see what each Chip will grow into on its own, as well as the maximum gain any Chip can get on each particular attribute, would be useful for determining which Chip breed would most perfectly complement a scoot you're wanting to build. The perfect scoot would be a seamless fusion of Chip abilities and equipment IMO.
thirteen37
SVabwehr kanone7 (+99), y'all. Ultimate destruction. This build is complete.

I save the 18 ammo for when it will do the most good... instant-kill back shots at midrange... kill stealing... front-load as I'm lunging at tough targets... it kills like EVERY TIME and ammo has yet to be a concern.

The best part is when I've decided to call it a day, I can be trigger happy with the remaining 6-10 ammo and rack up another two or three SV kills sometimes.
Ky Kiske
What are the final tunes, please?
thirteen37
EV3 body (-10)
4-Baller (+99)
Lahmung (-99)
Schmelzen (+99)
Granatwerfer (-93)
SVabwehr kanone7 (+99)

2x 344 Co-Processor (the low-end model with good TAPS speed boost)
120/16 OC mod
SV cover... good armor and chip protect for the wieght

I looked at re-tuning the legs lighter but what little room I've got to play with doesn't really make a diff. 1 point of sidestep, no veering, fairly low kph gains. The final result with only 14 levels in chip speed feels "fast enough"... thanks to 4-Baller legs having retardedly high base speed at +99. My one complaint is that the chip SUCKS at jumping and the heavy scoot's not helping. While I'm not taking any shortcuts to get high places, there are always convenient platforms and crap on which to jump around.
Red Orbit
armour and speed?
thirteen37
60k armor, 130kph

I got to play it online against Droobies (and 3 other guys AT THE SAME TIME) a bit. Holy smokes is this setup slow-moving compared to the lightwieghts. SVabwehr kanone7 was good, granatwerfer was not... melee weapons, dunno yet. I might change my melee style entirely for online play.
Ky Kiske
QUOTE (thirteen37 @ Nov 25 2005, 08:34 PM)
60k armor, 130kph

*jaw drops*

You know that's sicker than hell, right?
Red Orbit
QUOTE (thirteen37 @ Nov 25 2005, 05:34 PM)
60k armor, 130kph

I got to play it online against Droobies (and 3 other guys AT THE SAME TIME) a bit. Holy smokes is this setup slow-moving compared to the lightwieghts. SVabwehr kanone7 was good, granatwerfer was not... melee weapons, dunno yet. I might change my melee style entirely for online play.

wink.gif yeah, when I first got online a while back and got to play against some of the people there I always got my ass handed to me when I tried playing my melee sv.

That's why speed and armour are so high in my mind for a melee sv, some of those online svs are insanely fast, I could never even touch them in an open field.
Ky Kiske
It's kind of a shame the American Stars Elint-RE doesn't get a melee weapon, since it combines excellent armor with high speed. Maybe that's the point though, with a melee weapon too it might be too powerful. Not sure about that though; when I got mine, I was surprised at how weak it seemed to be. Its weapons are either very weak or have NO ammo to speak of, and its laser runs out of juice quickly then takes FOREEEEEEVER to recharge (even at +99). Really weird that several bosses, including the game's final boss, use one.
thirteen37
QUOTE (Red Orbit @ Nov 26 2005, 01:49 PM)
That's why speed and armour are so high in my mind for a melee sv, some of those online svs are insanely fast, I could never even touch them in an open field.

That's why I'm not entirely melee... lightwieghts don't like SVabwehr kanone7 +99

IIRC I thought I was sucking in that match, and still walked out with 6 player kills.
Akiraka
Resurrecting this thread to say Holy Hell +99 Schmelzen Faust is a beast! I dropped my finished Wolf-1 IC into this SV (well, I put the Body to -28, and ran it on a 4-Baller). I literally smacked Lucas for about two-thirds of his AP FTW.
I have to ask, though; how the Hell do you make effective use of TAPS/ Pounce? More often than not, my SV would lunge past the target, and what's up with that recovery time afterward? 4-Ballers seem to lack the nice boost-start most legs get after a Jump or drift turn, so after my lunge I'm like, stationary for a good second or so.
Side-dash out of it? Equip a different Leg Mod?
mathwizi2005
the 4-baller does seem to lag quite a bit in the boost department, i would recommend any other leg mod besides that 1
Baphomet
QUOTE (Akiraka @ Mar 3 2011, 06:24 PM) *
Holy Hell +99 Schmelzen Faust is a beast!

Yes it is, and it's what makes Zwerg worth lookin into for melee. Unfortunately, in my experience, w/o a good set of legs, your lunge/pounce on a heavy Schmelzen isn't incredibly high so you have to be very close to the target in order for it to be effective. That ... and the Schmelzen just doesn't stack up against the Samurai Steel for pure damage or "reach." Weapons swung in an arc have always been more effective w/o a TAPS lock than lunging weapons, and like you are experiencing, the pounce off a lunging weapon will frequently activate repulsion shields against targets with high Protect and you'll wind up pouncing past your target and experiencing that sudden stall during recovery.

QUOTE (Akiraka @ Mar 3 2011, 06:24 PM) *
I dropped my finished Wolf-1 IC into this SV
Wolf 2 has a higher melee and crit, but training a new chip just to play around is a pain in the ass.

Akiraka
Hah, yeah. Well I was planning on starting a new game, so I wanted to see where I'd wind up if I went Zwerg.

I went Carro instead and raised a Dolphin. Not a bad IC, actually.

I never did finish the game, though -- Got side-tracked with Azure Dreams and Armored Core, ACPP and MoA biggrin.gif
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