Help - Search - Members - Calendar
Full Version: AC3SL Fight Club
The Raven's Haven > Armored Core > Fantasy Land
Pages: 1, 2, 3
thirteen37
So here's the deal. Fight Club is an ongoing "FT" thread. Every four entries we get are bundled up and we'll put them through a round-robin tournament... all rules on, all parts allowed, 15:00 time limit.

A fights B, C, D
B fights C, D
C fights D

Wins are one point each, losses 0.
Most points at the end of the RR wins.
In a tie, we'll play tiebreakers to determine "teh winnar" but these will not contribute extra points to standings.

Please pick a "home stage" for your AC. We'll do one round in Aerial Ruins, the loser of each round gets the home turf advantage in the next. Note that you're walking out of a battle with not just a win or loss... there's merit to building an AC that can score 3 points per exchange, meaning TWO victories on the opponent's home turf. There's probably merit too in picking home turf that will totally deny the opponent their third point.

I'll maintain a points-standing post with each AC's configuration, score, and tournament w/l count... in addition to battle write-ups. That way, older and nastier setups will not be forgotten, their creators can keep owning with them and racking up prestige.

As usual, this should happen more or less at random depending on the availabilities of myself and Space Pirat who still has no phone.
Magus
Forsaken

Parts
Head: MHD-RE/005
Core: MCM-MX/002
Arms: MAL-RE/HADRO
Legs: MLR-MX/LEAF
Booster: N/A
FCS: PLS-SRA2
Generator: CGP-ROZ
Radiator: RIX-CR14
Inside: MWI-DD/20
Extenstion: CWEM-R10
Back R: CRU-A10
Back L: MWC-OC/30
Arm R: MWG-MG/800
Arm L: CWGG-GRSL-20

Options
OP-S-SCR
OP-E/SCR
OP-S/STAB
OP-E/CND
OP-SP/E++
OP-E/RTE
OP-EO-LAP

Home Stage: Military District
MotoFoxKDX2
Sounds cool...here's my AC hope it does well.

AC Name: Black Joker

F: MX/BEE / MI/008 / HADRO / ORDER
I: FLEET / SRA02 / ROZ / CR14 / DD/20
E: R/24 / None / S42/6 / GS-72 / GSL/72
Optionals:
S-SCR, E/SCR, STAB, CND, AXL, TRN, M/AW, INIA, CLPU

You should know how to use it...only problem is I dont know a home stage since I don't have any human vs. sad.gif and don't know which arena would be good for my AC. I guess I'll go with the Reservoir...hope its a good choice...
Symphony of Destruction
Well, don't see anything about multiple design limits, and I've only got two I'm really confident in at this point anyway so I don't feel I'm being too selfish. I'll round out the first robin if you don't mind. wink.gif

--------------------

Name: Phobos Mk.II
Frame: CHD-MISTEYE / MCM-MI/008 / CAM-14-DUSK / MLH-XV-MGHS
Internal: MBT-NI/MARE / PLS-SRA02 / CGP-ROZ / RGI-KDA01 / MWI-DD/20
External: MES-SS/1441 / CWM-HA40-8 / CWM-TR90-1 / MWG-MG/800 / MWG-GSL/72
Optional: OP-S-SCR / OP-E/SCR / OP-S/STAB / OP-E/CND / OP-L-AXL / OP-L/TRN / OP-CLPU / OP-TQ/ESE

Pattern: Normal
General: (125.30.30) (75.25.25) (15.10.10) (0.200.0) (135.125.100)

--------------------

Home stage ... hrm, somewhere somewhat open, lets go with Wasteland. It's simple, dump the TR90-1 right off, since almost nobody can pick it up, and waltz around shooting the HA40-8 at every possible opportunity until it's empty, preferably during OB runs. Dump it. Now, you have two choices, either 1) go in guns blazing or 2) return to the TR90-1 and use it for spamming operations. You are a perfect fit with the TR90-1 being the sole shoulder weapon so it's no heavy load. If you get in close just start clicking the triggers of both the guns, and use shields judiciously against breakers, bladers, or just anybody with better firepower as energy permits.

--------------------

Name: Styx
Frame: MHD-RE/005 / MCL-SS/ORCA / MAL-RE/HADRO / MLM-MM/ORDER
Internal: CBT-FLEET / PLS-SRA02 / CGP-ROZ / RMR-ICICLE / MWI-DD/20
External: MWEM-R/24 / CRU-A10 / MWM-DM24/1 / CWG-MG-300 / MWG-GSL/72
Optional: OP-S-SCR / OP-E/SCR / OP-S/STAB / OP-E/CND / OP-L/TRN / OP-SP/E++ / OP-CLPU / OP-EO-LAP

Pattern: Normal
General: (100.30.25) (135.145.150) (50.50.50) (0.200.125) (100.90.50)
Head: (100.30.25) (50.50.50) (135.145.150) (0.200.125) (100.90.50)
Arms: (100.30.25) (50.50.50) (135.145.150) (0.200.125) (100.90.50)

--------------------

Home stage is probably going to be Military District. Decent horizontal cover without being too cluttered. Basically, you're CQF orriented, and perfect fit. Work the MG-300 and the GSL/72 in combination, the DM24/1 and relations and the GSL/72 in combination, and the ORCA with whatever has a lock-on with the GSL/72. The GSL/72's a fairly long duration weapon so you want to keep it going as much as possible to chip at longer ranges and bash at closer ones. Flare the ORCAs if you can extract some use out of them and have the energy. Other than that, keep your dancing shoes on and press the assault if you're not facing superior firepower. If you are, fall back and give'em hell.

These should be some interesting fights to read, looking forward to it Magus and Moto. happy.gif
thirteen37
Entries noted. I think Space is coming tonight.
Darksword
Here's a retrofit of DragnKnight from the Ghost Tourney. Version 1.2 Beta.

HEAD MHD-RE/008
CORE CCL-01-NER
ARMS MAL-GALE
LEGS MLB-SS/KRT
BOOSTER CBT-01-UN8
FCS PLS-SRA2
GENERATOR CGP-ROZ
RADIATOR RMR-SA44
INSIDE -
EXTENSION MWEM-R/36
BACK UNIT R MWC-OC/15
BACK UNIT L MWM-DM24/1
ARM UNIT R CWG-GS-72
ARM UNIT L MWG-RFL/150
OP-S-SCR, OP-E/SCR, OP-S/STAB, OP-L/TRN, OP-SP/E++, OP-E/RTE,
OP-CLPU

Home Stage: Steeple and military District
Puppydog007
Here is some KRT loving:


Moose Dragon (don't ask)
008
008
HADRO
KRT
FLEET
SRA02
ROZ
SA44
DD/10
R/10
HA30-4
(NO EQUIP)
XCD/100
GSL-56
OPTIONS: SCREENS, STAB, CLPU, TQ/CE, E++, BRK, AXL and M/AW

pretty basic KRT, pop up with the KRT jump and spray Hi-act ownage along with the XCD from a distance. Be very careful with drain and use the shotty up close, only the XCD at distance or mid. You can also joust with the shotty if you want. ditch the relations and missiles fairly quick (but don't spam). be careful of the rad though it is a bit low.

home stage: military district make use of the cover and hop out once in a while with some Hi-acts or XCD
Soyaabi
PILOT NAME: ixer
AC NAME: Soyaabi


MCM-MI/008 MHD-MX/BEE MAL-RE/HADRO MLM-MX/066
CBT-FLEET PLS-SRA2 CGP-ROZ RIX-CR14
MWI-DD/20 - CWM-S40-1 -
MWG-XCW/90 MWG-SRFL/70
OP-S-SCR, OP-E/SCR, OP-S/STAB, OP-L/TRN, OP-SP/E++, OP-E/RTE,
OP-TQ/CE, OP-CLPU,

General
160,160,165
90,90,100
15,15,30
175,100,0
50,50,50

Arms
160,160,165
55,0,0
160,160,165
175,100,0
50,50,50
Prolly gonna lose dry.gif Homestage Aerial Ruins play cat and mouse and ob through the tunnels!
Kuroi Kenshin
I'll give this one a go.

EDIT: I'm editing in a couple changes, mainly swapping the shield for SRFL50.

EDIT2: Edited another change of head and radiator.

BLUE TORNADO (current refit)

MISTEYE
008
HADRO
MGSR
SRA02
UN08
ROZ
SA77
DD/20
R36
R: HA40-8
L: none
R: XCG20E
L: SRFL50

OPTIONS
S-SCR
E/SCR
STAB
ECND
AXL
BRK
TRN
E++
RTE

Fire off missiles fairly quickly, try not to waste supports too much if possible, but don't hold back much on them either. Joust once they're all dumped, pick at ACs with the SRFL50 from a bit further out - you have to work the SRFL a bit to make it hit, and have a little mojo going on, but its hit rate should be quite acceptable most times.

Watch your shots a little when you're down to the XCG, it's easy to be tempted into shooting with it from too far too much and wasting ammo.

Fast reloading stuff makes decoys quite accessible almost any time.

Preferred Arena
Military District (I guess)
thirteen37
Entries noted.
Corsair114
AC Name: Panda

F: MISTEYE / GROA / TIN / VOLAR
I: MARE / SRA02 / ROZ / KD99 / DD/20
E: R30 / DM60-1 / DM60-1 / XCG/40E / GSL-56
O: S-SCR, E/SCR, STAB, ECMP, TRN, E++

Colors(General, Normal pattern)-
Base: 0, 0, 0
Aid: 175, 175, 175
Optional: 0, 10, 20
Detail: 200, 0, 0
Joint: 25, 50, 75

AC Tactics: Ditch the XCG at the start of the match and come back for it once the missles(and extensions) are gone. You're underweight enough that you never need to ditch the GSL-56, so you can hang onto it the whole match(untill it's empty, anyway). The idea is to joust with the missles(and shotgun, mixing up jousting runs for effectiveness sake, though focus on the missles). Once the missles are empty(again, along with the relations), ditch 'em and head back for the XCG/40E. Try to pickup the XCG while in overboost, snagging it as you pass by/over it.

The reason I went with the E++ for the XCG/40E is that you're not gonna hang around and just trade shots(leave that to the K-SAW machines), the idea is to get one really big hit then haul your metal ass outta Dodge. If you're up against a lightweight, or something the missles won't have a chance against, then just ditch them at the start of the match, and keep the XCG/40E, alternating between plasma cannon and shotgun fire, though picking your shots a bit more with the XCG than the GSL. The XCG also, more or less, assures that you have enough firepower to kill any tank you rn up against come across.

AC Name: Deimos

F: MISTEYE / MI/008 / HADRO / MGHS
I: UN8 / SRA02 / ROZ / CR14 / DD/10
E: R30 / MM16-1 / S30 / MG/800 / GSL-56
O: S-SCR, E/SCR, STAB, CND, ECMP, AXL, TRN, CLPU

Colors(General, Normal pattern)-
Base: 0, 0, 0
Aid: 0, 0, 75
Optional: 0, 25, 50
Detail: 0, 100, 200
Joint: 100, 105, 110

Tactics: The S30 is spam. Use the supported MM16-1's from above, raining them on your opponent from medium range, ditch them and the extensions as soon as they are empty. The MG/800 and GSL-56 are used for cleaning up at close range, though they through out enough flak that they can be moderately dangerous at slightly longer ranges. The Decoys are for hndling large swarms of missles, since you're fast enough to handle single-missle launches and small volleys.

This AC is similar to Symphony of Destruction's Phobos, and has a sort of friendly rivalry with it.
MotoFoxKDX2
If you don't mind me posting a couple more AC's then here they are. I completely understand if you don't want to take these AC's cause you want to give other people a chance or something.

AC Name: Desert Storm

F: RE/005 / MX/002 / DUSK / SNSK
I: NI/MARE / SRA02 / ROZ / CR14 / DD/10
E: AEGIS / A10 / OC/15 / MG-500 / MGL/300
Optionals:
S-SCR, E/SCR, STAB, CND, BRK, RTE/ M/AW, CLPU, TQ/ESE

A bit different, fun to play around with...prob won't do so well in big places so lets make home arena the Structure.

AC Name: Crisis

F: YIV / MX/002 / HADRO / MX/077
I: NI/MARE / SRA02 / ROZ / CR14 / DD/10
E: IA-645 / None / A10 / RF/300 / ARFL150
Optionals:
S-SCR, E/SCR, STAB, CND, E++, CLPU, EO-LAP

This one's also fun to play with IMO and for the same reason's as above lets make the home arena the Underground one...I'm sorry I forget the name but I'm sure you know what I'm talking about...I hope.

Again I understand if you don't want to take these AC's...there here if you don't mind and are here for the future if you want to skip, thanks!
DeeBuddens
If it's not too late to jump in...


AC: Angriff

SKYEYE
RAY
EAS
EDF
002
ROA
ROZ
CR10
DD/10
IA-425
MX/WAKE
MX/WAKE
MG/800
ARFL150

S-SCR, E/SCR, S/STAB, E/CND, L/BRK, L/TRN, M/AW, CLPU



This AC is meant to be played very aggressively. In big, open areas, try to hang back and let the opponent come to you, limiting your movement at first to mask your immense speed. When your opponent gets to be about 200 meters away, quickly close the gap and unload as much firepower as you can before OBing away. If you're not firing at the opponent, you should be OBing in short bursts. Try to stay at a constant 150-200 meters, dive in with both guns blazing, and OB back out to 200 meters. OB hook to either side to cut off your opponent's flight path. In enclosed areas, just keep firing, and dodge what you can. Dump the decoys right away against single missle packs and inaccurate missles like MM16/1 - the gain in agility is of more benefit than decoys against weaker missle packs. I went with the IA-425s because they're destoyed more easily, resulting in increased stability and acceleration/top speed. The AC is designed to become progressively faster as the fight stretches out. I personally prefer areas like Structure and Abandoned Factory, but this AC performs best in open areas.

EDIT: If I have to pick one Home Stage, then I'll go with Structure. Do a practice round or two to get used to managing the speed in tight areas.
Aurora
AC: Ent
SKYEYE
RAY
HADRO
RVE
MARE
WS-3
VE905
SA44
R-36
S40-1
GS-56
GS-56
S-SCR E-SCR S-STAB E-CND L-BRK L-TRN C-LPU

The missiles are massive AP droppers, fire without extensions to knock out decoys, fire with extensions to hurt opponent. The duel GS-56s are a great combo, try and fire them one at a time so that shotgun blasts are constantly firing. Stay at mid ranges when using missiles and stay at mid-close ranges when using shotties. Not much else to say. The home arena would be the Space Dome.
Lord_Myrthael
ddd
Delvennerim
yeah...

Requiem

Frame
005, RAY, HADRO, SOLID

Vitals
FLEET, SRA02, ROZ, SA44

Aux.
DD/10, R-24

Weapons
S60/10, A10, GS-56, HZL50

OPs
-SCRs
-STAB
-CND
-AXL
-TRN
-AW
-CLPU

General Color
Base: 21, 39, 29
Aid: 110, 103, 103
Opt: 59, 39, 0
Detail: 200, 0, 0
Joint: 61, 61, 61

Arms
Opt: 110,103,103

Head
Detail: 0/ 200/ 200

Home Arena: Space Dome
Crimson Fury
AC NAME: Suicide Boy - aka- Seppuku
System name: IVannaDie v.2
-
MHD-MM/003
MCL-SS/RAY
CAL-33-ROD
CLL-SECTOR
MBT-NI/MARE
PLS-ROA
CGP-ROZ
SA44
DD/10
MEBT-OX/EB
-
-
XCD/70
MLB-MOONLIGHT

OP-S-SCR, OP-E/SCR, OP-S/STAB, OP-E/CND, OP-L/BRK, OP-L/TRN, OP-SP/E++, OP-E/RTE

Color- (37,0,0)(0,0,0)(120,0,0)(200,0,0)(24,24,24)

Home Stage: Any place where you can maneuver, I'll go with Arena.

Alternative version:

MHD-MM/003
MCL-SS/RAY
CAL-66-MACH
CLL-SECTOR
MBT-NI/MARE
PLS-ROA
CGP-ROZ
SA44
MWI-DD/10
MEBT-OX/EB
-
-
MWG-XCD/100
MLB-MOONLIGHT
thirteen37
Panda, Deimos, Desert Storm and Crisis are about to enter the arena...

Next are Angriff, Ent, Zophiel and Requiem.
Thorne
PILOT NAME: Thorne
AC NAME: Night Zero

CHD-MISTEYE
MCH-MX/GRP
MAL-RE/HADRO
CLH-XV-MGHS
MBT-OX/002
PLS-SRA2
CGP-ROZ
RMR-SA44
MWI-DD/20 Missile Decoy
EXTENSION -
MWB-MX/WAKE
MWB-MX/WAKE
MWG-MG/800
CWG-GSL-56

OP-S-SCR, OP-E/SCR, OP-S/STAB and OP-L/TRN

Color is standard black.

For the stage, any place that allows freedom of movement, while not an "open" stage that would benefit runners. The decision is yours...

Thanks thirteen37 and Space Pirat!
Adamantrue
ThunderStryk

TIE, NER, DHM68/04, SOLID
OX/002, ND-8, ROZ, CR14
-, R/30, S60-10, MM16/1, -, -

S-SCR, E/SCR, S/STAB, E/CND, L-AXL, L/TRN

140, 80, 75
125, 130, 150
120, 70, 40
100, 200, 100
140, 140, 150

Oh yeah, baby, I'm the first one stupid enough to play a Missile Boat...

Multiple range Missile suite, so you can play a game your opponent can't. I kinda like it that way. My favorite stage would have to be the Military District, but if they play a strong game there (picked that as their home turf), you might want to consider the Steeple.

Multis are a favorite, and they do well as a long range attack. Supports or without, they do the job just fine. I believe you are familiar with the tactic of firing them from above, but ThunderStryk is good at firing from almost directly above. If you can't keep a ranged game going, don't hesitate to drop them and gain the mobility-recharge. I've been known to only have 3 or 4 launches, then drop and go to town with just supported 68/04s.

If you can't shake them, make them want to run away with DHM68/04s. It helps if you kinda aim them before you fire at close range, and isn't necesarily a bad idea at longer ranges. Against opponents with a thicker skin, you really should use Heat and Run tactics with small volleys of Heat Missiles, supported or not. 68/04s are my "close range cannon" Missiles, though you can use them slightly farther out DM24/1-R/24 style too.

S60s are a great "utility" pack, and not just to knock out Decoys. Launch a good sized volley right before, or early in an OB flank, and then nail them with a reasonable 68/04 punch at closer ranges. Mix them in with Multi volleys, to keep an opponent confused with Decoy use, or even concievably dodging. Some one is running with the ECMP? No problem. Use them with the Supports, and you can usually manage 2 locks at a time and fire them DM24/1 style. Or just keep them on their toes just outside their effective range and spam away. It goes a very long way for its weight.

ThunderStryk's biggest advantage is his mobility. Not only does he have great speed with the NER, but he also has good endurance with the 002 Boosters. Even simply Boosting, I wouldn't exactly call him slow.

Disadvantage? Well, have to taken a look at his AP or DP? Jink and dodge and run as though your life depends on it, because I don't think any AC needs it more than this. You have a good recharge for back-to-back OBing, and even the walk rate is good for the "pillar dance" (keeping it between you and the opponent...I got real good at this from Redlining). You can actually jump very well too, which means you can navigate the buildings of the Military District without even Boosting, or even jump clear over and behind your opponent if you are lucky.

Not necesarily and easy AC to play, but a hell of a lot of fun, even to lose with. And tell me he don't look damn good somehow?
Morris
Teh Broken

BEE
GROA
RE/GG
VOLAR
OX/002
ROA
ROZ
SA77
DD/20
IA-64S
WAKE
WAKE
MG/800
SS/707A

Screens, ECMP, L/TRN, CLPU, AXL(?)

You asked for broken stuff for the fight club, this is the most broken thing I can think of.
Puppydog007
here are two more ACs:

Moose Drag
008
008
HADRO
RE/KRT
FLEET
SRA02
ROZ
SA44
DD/10
MALUM
MM/16
-
XCD/100
GSL-56
OPTIONS: SCREENS, STAB, E++, CLPU, TQ/CE, CND and BRK

This is the remake of Moose dragon, some good Multi missile spam for distance attacks and the Malum for long overboosts, continous fire or aeiral manuevers, drop when emptied. When Multis and MALUM are dropped you have a speed of 420 use it for good CQ and midrange attacks

and in the other corner:

heavy killer
SKYEYE
RAY
HADRO
PETAL
-
WS-3
VE905
SA44
-
-
-
-
KARASAWA
MOONLIGHT

your standard dropped, drop the moonlight in the beggining come back if the sawa can't kill some of the heavies (which it hopefully will). Then come back for the blade and boost around at 594

Have fun!
Kuroi Kenshin
QUOTE (Morris @ Sep 15 2003, 05:23 PM)
Teh Broken

I'll see your broken and one-up you on that. tongue.gif laugh.gif Here's the 'heavy' broken.

Mr. Broken

BEE
IKS
CASK
SOD
OX/002
SRA02
ROZ
KD99
NM40
IA-64S
WAKE
WAKE
MG/800
SS863

Options
Screens
ECMP (or CLPU, STAB - doesn't matter)
L/TRN

Just put the shield up and ignore virtually everything. Laugh at shell weapons.

Dodge what you can, especially missiles, but don't worry about it much and catch anything you can't dodge on the shield. You've got super booster endurance if you need to take a long, long powerslide to get some pesky fast AC in front of you. Or you can OB, but that will shoot your heat levels up, try to avoid OBing as much as possible.

You don't need decoys and the NM40 are largely a relatively ineffective weapon against tanks, or if the MG800 breaks.

Don't worry about anything except high power energy weapons (Sawa, etc), then just dodge what you can and win the damage race. You can dodge it well enough if they stay outside MG800 range.
Timerlane
Well; representing the Near-Max-D/GROA/SS/GNL tanks...

AC NAME: D. Thunder
MHD-MX/BEE
MCH-MX/GROA
MAH-SS/CASK
CLC-05-ACE
-
AOX-X/WS-3
CGP-ROZ
RGI-KD99
MWI-DD/10
KEBT-TB-UN5
CWC-GNL-15
CWC-CNG-500
MWG-SRFX/70
KSS-SS/707A
OP-S-SCR, OP-E/SCR, OP-ECMP, OP-LFCS++, OP-L/BRK, OP-M/AW,

EDIT2:
Scheme: General Sand/Desert

Head(75,45,25)(105,75,55)(125,95,75)(0,0,200)(110,110,110)

General(75,45,25)(105,75,55)(125,95,75)(15,15,15)(110,110,110)

EDIT:
Home Arena: Abandoned Factory, thank you. smile.gif
thirteen37
Abandoned Factory's the one with the beams. It's good to see the really nasty setups starting to hit the floor. Can we get some Op-I abuse in the mix too?
Puppydog007
Oh god, why did I enter a Missileboat RJ? no defense or lots of ammo and without the DHM no heat. Oh well good luck
thirteen37
Oh man. Yeah, you'll get poned like that. Good news is you've got a while to get it straightened out... we've still got two battles written up at my house that we're waiting for a chance to do. Other good news is that the worst missile defense you've got to face is probably DD20. Nobody's big on Crest cores.
Dragon2K2
This guy might not really be comcidered broken by everyone, but it's always beaten my broken MG800 heavy AIs very easily so you might say it's partially broken.

AC:Manticore
SKYEYE, MI/008, HADRO, HUESO, FLEET,
SRA2, ROZ, SA44, - ,
- , - , - , MG/800, GSL-56
S-SCR, E/SCR, S/STAB, E/CND, ECMP, LFCS++, CLPU

Color:Haze
General: (15,10,35) (65,65,75) (23,23,23) (110,110,110) (140,65,0)

And for normal competition...

AC:Sugar High
SKYEYE, MX/002, OC/BUD, MAK, - ,
ST-12, ROZ, ICICLE, - ,
R/36, OC/30, OC/30, - , -
S-SCR, E/SCR, S/STAB, E/CND, L/TRN, SP/E++, E/RTE

Color:Cotton Candy
General: (50,50,200) (200,25,115) (100,0,100) (0,200,0) (200,200,35)

This guy is built for ranged combat, in the only way that's left in SL. While he might not look like much, the 120 orbiters that he packs are quite deadly, along with the infinately firing MX/002 EOs. While he is built for the ranged game, he can scare people away from CQ with a set of 6 orbits from the BUD (also known as Back Up Dude )arms, supported by the R/36s. That set can really leave them hurting and sometimes even in a burn if they had OBed recently or something else (used CEOs rolleyes.gif ). From long range you can use orbits in any number of sets from singles to 6 (skipping 5), and that gives you great versitility when attacking. A lot of times people won't run from just a single orbit and so they will take a good bit of damage from it over time. Also in the same way if you run down their energy with the back launchers you can unleash 6 at a time to really punish them. The ST-12 actually helps here, locking slow enough to let me throw out single's more easily, and giving me a perfect fit. Really the only advice is to save the R/36's for close range and just mess around with the rest of the stuff, just see what will work against who.
Darksword
QUOTE (thirteen37 @ Sep 16 2003, 05:19 PM)
Can we get some Op-I abuse in the mix too?

Just remember, 1337. You asked for it. biggrin.gif Meet the #1 ranker in my AI arena!

Darksim (The cheating, teleporting, wallhacking, always-know-where-you-are, 100% accuracy, shoot-you-in-the-left-eyesocket-from-around-a-corner-and-100-miles-away-always-start-with-every-gun-and-infinite-ammo, cheap, cheating bastards from Perfect Darks Combat Simulator.)

008
STO
TIN
SOD
FLEET
WS-3
VE905
SA44
DD/10
TB-UN5
AD-30
GNL-15
MWG-KARASAWA
707A
Options: OP-INTENSIFY
Home Base: Arena


And here's a pair of entries from me. I hope these do better than the last one. wink.gif

Dragon Knight II

008
RAY
GALE
KRT
NI/MARE
SRA2
ROZ
SA44
-
R36
OC-15
DM24/1
MG-300
KPL-150 (treat this like you would a shotgun or howie, squeezing off single well-timed shots. Only spam it when you're facing heavy armor.)

Screens, All energy OPs, TRN, BRK

And something more true to my original MOC3 wannabe, Star Dragon:

CrystlDragon

008
RAY
EAS
SOLID
FLEET
SRA02
ROZ
SA44
-
R30
OC-15
DM24/1
RF-150
HZL50
Screens, TRN, E++, RTE, STAB, BRK, MAW, ECMP

Both of these are Steeple peeple. biggrin.gif
DeeBuddens
That was quite an introduction.
thirteen37
I'm gonna treat DragonKnight 2 as a re-build of the original, just to cut down on individual entries in the overall results thread.

EDIT: What I'm going to do is purge all the non-winning designs from the overall results thread. There are just too many ACs to keep track of anything less than the guys who managed to get a win under their belt. All others are welcome to try for a comeback (as a fresh submission so everything stays nice and orderly, config changes aren't lost in the shuffle, etc).
Puppydog007
made an update
Hydrothermia
Yar! I get to pull out my updated SL version of Jesse James.

MISTEYE
STO
SOL
SNSK
NI/MARE

SRA02
ROZ
SA77
DD/10

(nothing)
(nothing)
HAVM24/2
BZ-30R
GRSL-20

optional: screens, S/STAB, L-AXL, L/TRN, CLPU

Color Scheme(General)
(35,35,75) ; (95,80,65) ; (0,0,0) ; (100,0,0) ; (110,110,110)

Arena, Wasteland, anything wide open...
Corsair114
[EDIT] Tanking.

AC Name: Triton

F: RACHIS / GROA / CASK / TRIDENT
I: -- / WS-3 / ROZ / KD99 / DD-30(!)
E: TB-UNS / LIC-100 / GNL-15 / MG-300 / MOONLIGHT
O: S-SCR, E/SCR, STAB, TRN, LFCS++

Colors: White with red and black trim.

Well, here it is, big mean, and with "trouble" spray painted on the side of the core. A few changes there have been, yes. The LIC-100 replaces the CNG-300 as my SP lock weapon, while the MG-300 is my new rapid fire. Good ol' faithful, the GNL, hasn't gone anywhere. Oh yeah, and the Moonlight.

Tactics: GNL jousting! That was obvious, right? The LIC-100 generates some pretty good stun, good for slowing down rushing opponents and setting up a MOONLIGHT PoD. it also breaks weapons, shields, and balls fairly well. The MG-300 is the "Get back!" gun, if a person gets too close for comfort. And then there's the Moonlight. Well, it mostly for visiting stabbity death upon people, and riptosing against other bladers(if you see them come in for a slash, fly up and swing, you'll normally hit them before they hit you). It's also EXCELLENT if you catch a person with a jousted GNL as they're temporariy blinded.

As for the decoys? Well, I went with the DD-30 since this thing has no core laser or ECMP to break up missle barrages... hopefully they'll be enough.
Kuroi Kenshin
You want OP-I?

Cheeseball

YIV
NER (or RAY)
EAS
HUESO
FLEET
WS3
ROZ
SA44
DD20
none
LQ15
LQ15
FINGER
HALBERD (or starter)

Options - OP-I

Use the LQ15s like sniper rifles, they'll punch through anything with two. Blaze away with the FINGER on anyone you can outcircle in close. OB mainly as a way to maintain range, you can do it pretty much as fast as you can hit it, but it drains high on the NER. Don't forget you can fly pretty much as much as you want and OB in mid-air a lot too.

Home Stage - Steeple
Bigphil233
Use this guy if it's still possible, he is mad cheesy tongue.gif.

He won MOEC so maybe he'll do ok in here heh.

PILOT NAME: Bigphil233
AC NAME: Go-Shut

HEAD MHD-MX/BEE
CORE MCH-MX/GROA
ARMS MAH-SS/CASK
LEGS CLC-SHUT
BOOSTER -
FCS AOX-X/WS-3
GENERATOR CGP-ROZ
RADIATOR RGI-KDA01
INSIDE MWI-DD/20 Missile Decoy
EXTENSION KEBT-TB-UN5 Turn Booster
BACK UNIT R CWC-GNL-15
BACK UNIT L MWC-LQ/15
ARM UNIT R MG800
ARM UNIT L KSS-SS/707A
OP-S-SCR, OP-E/SCR, OP-LFCS++, OP-SP/E++, OP-CLPU,

Colors:
General:
Base: 20-20-30
Aid: 0-54-0
Optional:0-0-0
Detail:190-120-50
Joint:151-151-151

This guy is my greatest creation to this date, He went all the way in MOEC, and might be used in MOCC. Can't wait. This guys uses basic tank tactics, shoot off the GNL and the LQ usually while OB jousting and punish any mistakes by the opponent. The MG800 provides a good mop up weapon, and is pretty deadly from above
Home Arena: Cross Arena Automatic wins if you know what you are doing heh.

Thanks if I can still enter
DeeBuddens
Good ol' GO-SHUT...the epitome of cheese.


Anyway, here's an overhauled version of my signature AC...

AC: Redeemer

SKYEYE
008
MARTE
VOLAR
FLEET
WS-3
ROZ
SA44
-
R/20
GNL-15
OC/15
KARASAWA
NHZL30

OP-I


Enjoy!
Adamantrue
OP-I entries, huh?

This is so disturbingly twisted I have to submit this. Mind you, this isn't some kind of super exploit the game mechanics kind of AC. However, its a miricle what OP-I makes playable.

Fallen

BEE, 008, SAMURAI2?, SPINE?!?
FLEET, WS-3, VE905!?!, SA44
DD/20, IA-645, CNG-300, LQ/15, -, -

OP-INTENSIFY

What you do with this is simple. Between OP-I FLEET and the dag-nabbin' 008 Core, you can keep your distance and the high ground while you soften them up with the LQ/15. After its empty, or if they are staying competative somehow (I haven't seen it happen yet, but its possible), or are in a cramped space like the Ruins, go ahead and drop the LQ/15, because its also dag-nabbin' impossible to shake and OP-I FLEET 008 Cored machine that just unloads the CNG while flanking and getting into Blading range.

Its important to not forget that the one fire mode of the SAMURAI2 is the double-slash of the Triple Blade Wave, which is insane at closer ranges.

I just tossed on a bunch of Decoys just in case. I dunno when I've ever seen the need to use them, but its simple design sense, and it does make this a perfect fit.

Its downright scary at times, what OP-I can do.
Warhawk
I'd like a hamburger. No cheese, please. biggrin.gif

Behold my sad attempt to annihilate all so-called "broken heavies" that are placed before it.

ENDER'S GAME

MHD-RE/005
MCL-SS/RAY
MAW-DLC/POWER
CLB-SOLID
CBT-01-UN8
AOX-X/WS-3
CGP-ROZ
RIX-CR14
----------
KEEP-ELIX
MM-AD/20
----------
----------
----------
Screens, OP-S/STAB, OP-L/TRN, OP-SP/E++, OP-E/RTE, OP-TQ/CE

Colors:
General: (0,0,0) (100,120,140) (0,0,60) (0,0,0) (150,150,150)
Arms: (200,0,0) (160,130,100) (0,0,60) (0,0,0) (0,200,0)

AP: 7093
Leg Weight: 4815/4816 (Grrrrrrr... dry.gif )
Energy Drain: 4451/10500
Defense: 2263 (1135 shell, 1128 energy)


A concept I sort of stole from Delv back at NCD. Obviously, this is anything but well-rounded. Just POWER, POWER, POWER. Complete with 20% ammo pack! biggrin.gif

Some would say it's the "AC For Dummies", but dummies don't know how to preserve their defense. At 2263, it's on that layer just above Hell. However, this one isn't about total regard to lasting power (Duh.). Just go in there, keep it on secondary fire, refresh with ELIX as needed (And it does need it. Even at under 4500 drain, it can't stay mobile with consistent POWER shots.) Take a beating if you have to, but it's all about winning fast. It's the ultamite tank-buster. So what about lights? This isn't trying to swat a fly with a wrecking ball, but it sure seems like it on occassion. Fortunately, this baby is no slouch in the mobility department, as long as you're not firing blind shots simultaneously. In any case, this can bring down the most heavily-armored midweight in 8 shots or less. Impressive? You're damn skippy.

Did someone mention radar?

HA!

The concept is "1n j00 f4c3!". No need for a radar if they're going to be in front of your screen the whole time, eh? I like to start off with at least 1 shot before they even have a chance to get started.

Landing hits isn't pie. It's dealing with an ND lock, here. The FCS++ would be great, but that's sacrificing too many others for a little enhancement. Closed-space arenas is still a mountain this one needs to pass, but I'm sticking with it.
Symphony of Destruction
Alright, I've got a trio. And they have everybody's favorite guns!

Name: Astraea
Frame: CHD-04-YIV / CCL-01-NER / CAL-44-EAS / CLL-HUESO
Internal: CBT-FLEET / AOX-X/WS-3 / CGP-ROZ / RIX-CR10 / -
External: - / MWC-LQ/15 / MWC-LQ/15 / MWG-MG/800 / KWG-HZL50
Optional: OP-I

Very similar to Kuroi's Cheeseball only a lot more emphasis on firepower. Dump an LQ/15 and pick it up later if you want a speed boost and aren't fighting a tank or a quad.

Name: Endymion
Frame: CHD-01-ATE / CCL-01-NER / CAL-44-EAS / CLL-HUESO
Internal: CBT-FLEET / AOX-X/WS-3 / MGP-VE905 / RIX-CR10 / -
External: - / - / - / MWG-KARASAWA / -
Optional: OP-S-SCR / OP-E/SCR / OP-S/STAB / OP-E/CND / OP-ECMP / OP-SP/E++

Despite having just the VE905 the thing has a moving refresh of 5829, and with the CND tacked on it functions similarly to the ROZ. ECMP is there to help the NER deal with large swarms. Paper thin armor but the biggest, baddest gun around. Dodge accordingly and just take your shots.

Name: Hyperion
Frame: CHD-01-ATE / CCL-01-NER / CAL-44-EAS / CLL-HUESO
Internal: MBT-OX/002 / PLS-SRA02 / CGP-ROZ / RIX-CR10 / -
External: - / MWB-MX/WAKE / MWB-MX/WAKE / MWG-MG/800 / -
Optional: OP-S-SCR / OP-E/SCR / OP-S/STAB / OP-E/CND / OP-LFCS++

Only good for timed matches really, and probably only open arenas, though somewhere like the Arena will still work. I imagine this would be a terror at Steeple. Get an AP lead, then run and fly like hell. Good boost taping ensures this can fly almost forever--just enough to grab that 5 minute AP win.

I take it these "Broken" entries we've been submitting will be kept seperate from legal designs. You could have them battle it out and whichever one ranks best goes against the best "Normal" ones.
thirteen37
Suicide Boy, Night Zero, ThunderStryk, and Teh Broken are up for battle #5.
Keep your eyes peeled... things are going to start heating up.

And no, I don't think I'll be able to separate "broken" ACs from the rest of the lot... there are just too many borderline cases where making a call either way is bad. And I think random arenas could help considerably.
Kishin
*edited*

Sitzman-ator

BEE, MI/008, HADRO, SNSKA1
FLEET, SRA02, ROZ, SA44
DD/10,
HA30-4, R/10, GS72, GS72L

Screens, STAB, TRN, AXL, ECMP, CND, CLPU
thirteen37
Moose Dragon, Heavy Killer, Mr. Broken, and Desert Thunder are in the next set. Good luck to all, lets hope nobody pulls a Suicide Boy.

EDIT: Kishin, you're aware you posted an AC with REE arms, right? What's up with that? LOL
Kishin
It's all about that super biased ED, baby.
thirteen37
We'll see if it works out... but TIN are lighter by 1 WP, drain less, and have way more def in both categories.
Crimson Fury
QUOTE (thirteen37 @ Sep 23 2003, 07:30 AM)
Crimson Fury and Admantrue: Guys I'm totally sorry your ACs got poned so horribly. That's just the way the cookie crumbles though, they put up a ferocious fight but there's only so much one can do in the face of that much armor moving at that much speed.

I think both ACs could go somewhere with the right revisions....
Suicide Boy should definitely consider a much-less-draining form of attack. Part of the huge margins on all your losses is that I couldn't fire or even blade for a lot of the match, I was so busy running my butt off to avoid getting perforated. I was thinking RF150, and hope to score some equipment breakage.

Thunder Stryk... would you consider making this an Op-I AC? At the very least you need better boosters to stay away from WAKE ACs. Ideally you get CNG300 on there to waste time while the enemy's got dekes out, and for holding your own against guys who want to go close-combat on you.

So the little guy lived up to his name. laugh.gif

Okay, I'll tweak out another blader for you to run... or something.

There's always my staple. I'm always hesitant to enter it anywhere as it's not the easiest design to run in SL's environment, but oh well...

AC Name: Blood Angel
-
Head: MHD-RE/008
Core: MCL-SS/RAY
Arms: MAL-RE/REX
Legs: MLL-SS/1001
Boost: CBT-FLEET
FCS: AOX-ANA
Gen: CGP-ROZ
Rad: RMR-SA44
Inside: -
Ext: MEBT-OX/EB
Back R: -
Back L: MWM-S42/6
Arm: R: CWG-RF-150
Arm L: MLB-MOONLIGHT

OP-S-SCR, OP-E/SCR, OP-S/STAB, OP-E/CND, OP-L-AXL, OP-L/BRK, OP-L/TRN, OP-CLPU

Color:
General:(120,120,150)(80,0,0)(80,0,0)(200,0,0)(24,24,24)
Core:(120,120,150)(80,0,0)(120,120,150)(200,0,0)(24,24,24)

It uses the gun you mentioned earlier, and the ANA, so it's got some great blade performance. If the lack of decoys bothers you though, you can drop the Back boosters for decoys.
MagusDraco
SJ-Sober:
Bee
Groa
Mhl
Shut
Ws-3
Roz
KD99
DD/20
Tb-un5
Gnl-15 on the right
Cng-300 on the left
gs-56
707/a
optionals:
s-cr, e/scr, s/stab, e/cnd, fcs++ (whatever the thing that bumps up the lock box is named now)

Colors:
General: 0, 173 ,0/0, 71, 200/200, 200, 200/200, 78, 119/100, 70 ,65
Head: 0, 200, 0/0, 0, 200/200, 0, 200/200, 200, 200/0, 200, 0
Core: 0, 173, 0/0, 71, 200/200, 200, 200/200, 78, 119/100, 70, 65
L and R Arms: 0, 200, 0/0, 71, 200/0, 200, 200/200, 78, 119/200, 0, 0
Legs: 0, 200, 0/0, 200, 124/116, 0, 109/200, 78, 119/200, 0, 0

Useage: Well keep the shield up, that's a given. OB joust with the grenades, use shotgun spam on super speedy lightweights (and other stuff, use your own discretion) and as for the chaingun, use it often and if needed (meaning you can't hit them with the gnl or just need to fly anyway), dump the gnl and fly with the tank. Have fun.
Puppydog007
AC NAME: Typhoeus
007
ORCA
HADRO
SOLID
FLEET
SRA02
SA44
DD/10
R10
MM/16
NO EQUIP
MG-500
NHZL30
OPTIONS: SCREENS, STAB, CND, INIA, TQ/CE and CLPU

It is named Typhoeus after the many headed fire breathing dragon from Greek mythology. Like its namesake it can spurt powerful burning blasts of fire with the MG-500 and the NHZL30. With the Multis and EO the design can seem multi-headed at times. Also with its phenomenal drain it can chase you down despite of its EO core especially with the added help of the CND.

The rad isn't great, but with CLPU it gets the job done. I know it has the extension shields, but this design is quite delicate without them and the MG-500 is so weak that it will often get blown off half-way through a match leaving me with only multis to kill something.

seems quite nice to me, but it could be enhanced. fast lights can dance around much of the ordinance and even with the solid shields the armor is not great. If you are up against a light a tactic is to quickly spam a few missiles, drop and go all out with the hand combo.
thirteen37
I'm glad everyone's so eager to draw upon the Dark Side for Fight Club designs. Even with people trying to push the game as hard as they can, we're actually getting a fairly wide variety of weapons and designs. Soyaabi's still capable of being a front-runner BTW. He's one of the least assuming designs in the victor's thread, but quite capable of wins against our more recent graduates.
Adamantrue
AC #1:

BEE, RAY, TIN, SNSK
MARE, WS-3, ROZ, SA44
DD/10, -, -, -, KARASAWA, -

S-SCR, E/SCR, S/STAB, L/BRK, L/TRN, SP/E++, TQ/CE

Based on one of Necron's ACs, the 'SAWA is as good stand-alone weapon as it always was. Then you get something like this, which is entirely too sturdy for its level of mobility. Not to mention I hate playing with the 'SAWA.

AC #2:

BEE, 008, HADRO, D4ZTSL
-, WS-3, ROZ, SA77
DD/10, MALUM, LQ/15, GNL-15, MG/800, GSL-56

S-SCR, E/SCR, E/CND, LFCS++, L/TRN, CLPU

This is sorta based on something I saw Agilitine play. GNL and MALUM are a great OBing purge & drop jousting combo, especially on a mobile Tank frame like this. The funny thing is that you can drop both of them right from the get-go, and this is still a decent AC. I just threw all the "extra" ordinance on here to be ludicrous.

AC #3:

BEE, GROA, CASK, TRIDENT
-, ND-8, ROZ, KDA01
DD/20, R20, GNL-15, OC/15, XCW/90, SS/707A

S-SCR, E/SCR, LFCS++, L/TRN, E/RTE

This is based on one of Mayhem's AC called Large Marge from AC3, which I had the pleasure of facing and letting it beat on me. Its a little more interesting than the run-of-the-mill Tank, and can use Supported Orbits as a set up for a GNL OB run. The ND-8 actually works fairly well on this, with a slight bit of patience, letting this be an all-range machine.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2012 Invision Power Services, Inc.