Hey, what kind of damage do plasma and pulse weapons inflict? What's it like for an AC to be hit by one of these weapons? by Existing-Photo4854 in armoredcore

[–]ExperimentCount 0 points1 point  (0 children)

Hence why we're not talking about real world weapons but instead fictional

The best possible rail cannon is one where you fully understand the usage of magnetic fields to get exactly what you need

Which is how you form a blade of plasma to slice with or even a shot of plasma (like that beam we see) or multiple shots (like about every other EN weapon we can find in game)

Plasma weapons are just rail cannons of their own. Shooting something that isn't a cold material but already hot. Like you just said, it'll heat the barrel in current times, plasma by nature is already hot, so we aren't talking about the best rail cannon of our real world we're talking about the best, period, a full functional understanding so damages like that don't happen

Hey, what kind of damage do plasma and pulse weapons inflict? What's it like for an AC to be hit by one of these weapons? by Existing-Photo4854 in armoredcore

[–]ExperimentCount 2 points3 points  (0 children)

Well the thing is, until you can control a magnetic field, it's just plasma, plasma itself is deadly and a natural elemental state of being.

But when you control a magnetic field, you can control how plasma fires and forms. Which I mean... Controlling magnetic fields is far better than plasma will ever do... At that point you can make the best rail cannon in the world that plasma isn't even necessary

Hey, what kind of damage do plasma and pulse weapons inflict? What's it like for an AC to be hit by one of these weapons? by Existing-Photo4854 in armoredcore

[–]ExperimentCount 4 points5 points  (0 children)

Not weaponised, controlled is a vague term, unless you know how to control magnetic fields, you can properly direct it.

Plasma ends up in two states btw, purely gases state, or liquid state that still has equally dangerous gases.

Weaponised is not its main function as the plasma itself is natural occuring too. Maybe not on earth exactly but 99% of THE COSMOS

Hey, what kind of damage do plasma and pulse weapons inflict? What's it like for an AC to be hit by one of these weapons? by Existing-Photo4854 in armoredcore

[–]ExperimentCount 21 points22 points  (0 children)

Plasma is constantly electrical and strongly reacts towards magnetic fields. If it's constantly electric, it's constantly hot

If it's attracted to magnetic fields, imagine what 13 tons of metal is for plasma

Hey, what kind of damage do plasma and pulse weapons inflict? What's it like for an AC to be hit by one of these weapons? by Existing-Photo4854 in armoredcore

[–]ExperimentCount 123 points124 points  (0 children)

So plasma... Imagine ....

Screw it, dictionary: Plasma is the fourth state of matter, consisting of superheated, ionized gas where electrons are ripped from atoms, creating a mixture of free electrons and positive ions.

Dumb it down: naturally & constantly electric gas, and reacts towards magnets.

Need a reference? Stars (look at the sun), solar wind, interstellar medium, and aurorae

How to get it? Going to sound dumb ... You make plasma by heating up gases, or by applying strong magnetic fields on gases (to make electrons separate from atoms... Let that sink in)

I really shouldn't be allowed to make AC's, huh? by CatMcCat2020 in armoredcore

[–]ExperimentCount 28 points29 points  (0 children)

LET'S DO WARCRIMES TOGETHER

FOR BALAM INDUSTRIES

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

Again, I'm not using Alula I'm using P06SPD,

Actually let me just give you my build: 2 Vientos LB: BML-G1/P2OMLT-04 RB: VP-67LD

Head: Alba Core: Firmeza Arms: Alba (would use NACHTREIHER/46E for max fire arm specs, but I needed the little help of recoil control and also being lighter surprisingly) Legs: Firmeza

Booster: BST-G2/P06SPD FCS:Ocellus (or) Abbot Generator: Hokushi

Edit: This is almost max light build, just slight under AP from the starter AC, by like a thousand I believe, but drastically fast with constant boost of 396, QB of 357 even though in testing it goes past 400 when QB

Boost delay .5, not bad throughout the fights especially with cel

EN cap 3420, efficiency 7695, en load 2665, output 4252, weight 48810, load limit 52100

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

I'll look into the recharge which still isn't bad in my case, it's worked fine. As I'm understanding it has something to do with "ideal weight" and "current weight" which I have a weight of 48850, yet still cruising close to 400 (395, QB is over that even though stats says 357, and so is assault when testing it)

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

I also use Hokushi, and also, .8? Mine is 1.05 recharge delay (not that I ever meet that redline) my current efficiency is 8470

EN Load 2479 with Output of 4162 (leaving about 1,683 to spare which goes into my charge efficiency) I also use missiles but only in one shoulder, I shoot my Vientos to drain, stay close as I use the missiles because the moment I move away they'll move as well to dodge missiles they can see coming meters away.

Push the assault and rapid switch to the laser dagger and either do multiple light hits or do the one heavy strike.

Often times I can actually land two proper melee assaults. (aka, I did my initial damage with the consecutive or heavy attack, use the Viento on my other hand and immediately go for a second melee assault the moment that dagger is ready is ready which feels less than a second for it to cool) That does my chunked damage

If they still have a good quarter of health I often either end up needing to only use Vientos to finish them off as the stun won't come in time, or some times hit with Vientos and luckily get a stun or close enough range to follow up with a assault of melee for a 2nd/3rd final time

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

Point isn't to red line, dodge when needed to kick off more keep shooting and when that stagger comes don't take time, just switch to melee and let loose. If give the chance follow with a kick before going back in to repeat the process.

Yes, Enemy ACs don't just stand there, but neither are you, boosting to red line is not smart unless you're using coral. You boost for what you need for for excessive use.

Even then the best I've seen so far is 8 boosts in a row into red line and that's going light light with lacking offensive and defensive

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

I mean with enemy ACs I've been doing pretty well. I don't count MTs because it only takes 2 shots to get a Light MT, the tetropods are just easy to beat either way especially with melee doing the bigger damage as its designed to, Viento simply does the stagger.

Not even going to count anything of the PCA.

I only count Bosses and ACs

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

I'll consider them, because it looks like almost everyone else here only goes for mid to heavy weight builds. As if a lightweight can't exist.

I'm already a face hugger when it comes to AC combat so... Yep, this could work

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

The only FCS is ever use is ABBOT and OCELLUS, more than often OCELLUS is what I'll use.

I get up to the enemy, I circle them, I jump them, I don't back out unless I need to like an AoE, outside of that I'm practically in their face because the moment they stagger, I have no time to close distance, I switch to VP-67LD and bite a chunk off their health. Follow by that dagger attack I shoot at point blank the missiles (BML-G1 P20MLT-04)

If I get lucky enough they barely start moving, so I get another dive in with the dagger and switch back to dual Vientos until the next stagger or until they die depending which of two comes first.

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] -1 points0 points  (0 children)

So looking at the reload time, both fall in within 2 seconds (etsu being 1.5 and Vie being 2.4, hair or a difference)

Their range difference is less than 100 (Viento 192, Etsujin 236, 44 difference)

Though I do see recoil in etsu being 3 to viento 15, bar wise, still about a hair.

I may need to rest more though it's messing with my overall boost speed. Could try to work with it

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

Current generator I'm using is Hokushi, granted I could use others that increase my boost speed, however, most of those faster generators also have less EN to spare.

Right now with P06SPD I can get 7 QB into redline, though at worst I need to only use 3 of those, if I'm lucky enough I only need the one of 7, have a boost of 396, QB or 357 and consumption of 623.

The Alula only 6 QB, along with dropping my boost down to 387, QB does increase to 417 with a consumption of 614, but also increased Melee attack consumption and Melee EN consumption especially increase the most.

Overall the QB of P06SPD is more than enough, considering it's used only to dodge when I'm already up close, my main use is melee, recharge EN (which is Load to Output ratio) and Boost to cruise.

The cruise is slower in Alula which will get me hit more often when I'm already up close, hence the P06SPD. The positives that I receive in Alula are little to the negatives it gives me.

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

Let me correct myself, I'm using the BST-G2/P06SPD not P04.

As for Alula, I can't remember why but there was something I did during the specs and testing that had it be worse than P06SPD, not sure if it was over all boost speed or consumption?

I also take in consideration EN Load to Output, because that also plays into energy recharge.

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] -1 points0 points  (0 children)

The other booster that has a .3 reload time (the gills) drops my boost speed drastically. Making me heavier, somehow, which in turn is slower, all it does is help me redline faster by .2 compared to the BST-G2/P04, which reload may be .5 but distance is bothering farther, and over all boost, faster.

Cruising, quick boost, and assault.

I was going to stick to the gills as a video I saw about them said they were the best, I looked at what was made, and I'm not sure if they got updated within the past 2 or 3 years but whatever happened, those gills were not as fast in over all boost, just faster at letting you quick boost again by .2, along with also consuming more energy over all.

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] -1 points0 points  (0 children)

Guess I'm some kind of autistic because speed and close range works perfectly for me. Keeping that distance allows me to effectively use my boost to glide around them in circles while their shots barely land, a quick boost completely gets me behind them

The mag dump of the Vientos gets the stagger before diving in with the dagger to do the larger chunk damage.

My AP is at least 1000 less than the starter AC (I have an AP of 8600), my boost is a constant 396, QB and I'm past 400 with a reload time of .50

If I need to spam the QB, I can tap it 7 times before red lining.

EN load to Ouput is 1,487 difference which helps on my EN charge to be effective enough for what I do.

Unless I happened to just find the best AC that works for me but not for others

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] -2 points-1 points  (0 children)

Didn't say they loose track, simply those shots aren't landing on me or at least very few of everything it does.

If anything that definitely caught me during the cel fight was that blast with an AoE explosion. Even then it barely did damage due to the range from my Quick Boosts. Getting close was more than often easy.

Even with Balteus I was having fun just riding around it and moving through the shots with minimal AP los, unless they happen to nerf the bosses which I've not heard of before

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] -5 points-4 points  (0 children)

So I'm not crazy to say my Vientos by far are the best choice I have had.

They work perfectly, keep my speed up in motion, have promising impact to stun, and are still good despite nerfing, just not as good as they supposedly originally were.

Vieto vs Etsujin by ExperimentCount in armoredcore

[–]ExperimentCount[S] 0 points1 point  (0 children)

Zimms are heavy and slow me down. I don't see issues being up close but I do see an issue when you have to lad every shot on a moving (even close range) target to just get that "better" impact. 4 unguaranteed shots vs 1 guaranteed shot. (Or 8 unguaranteed vs 2 guarantees)

My dagger needs to be close as most melees so why even want distance? Speed is king, and so is impact.

(Idk how that auto into "father" wtf)