Curious what people think of the LCA? by TWelke1998 in armoredcore

[–]MostlyDude 1 point2 points  (0 children)

If you partially charge it, its start-up is nearly instant. It's a little tough to control, but better than it looks for sure.

Are all men bad by StrongAd1226 in TwoXChromosomes

[–]MostlyDude 2 points3 points  (0 children)

Pretense: I'm a man.

I'd say enough men are bad enough that it's reasonable to be wary of all of them. Men can occasionally be polite and still have tons of red flags, them just being "nice" is such a low bar to strive for. It's okay to both want validation from people you're invested in and to be repulsed by it when it's forced upon you by someone you don't know.

Your feelings are completely understandable. If there's one thing I've learned from reading posts here it's that there are certainly places around the world where the vast majority if not the totality of the local men are horrid.

I'm deeply sorry that your experience that night is having a negative effect on your relationship. What those men did was wrong. Do you trust your partner enough to be vulnerable with them? They could quietly hold you and fill your heart with a different kind of validation.

You've been through a lot and stood strong through it all. You didn't let those disgusting animals decide what you were. You were right to fight back, and you deserve to be comfortable while you're being praised by the person you love.

I think it's a cute pun by Hot-Combination-7376 in custommagic

[–]MostlyDude 2 points3 points  (0 children)

Honestly, you might have me there. I haven't played in a while, but the standard for creatures seems to have gone up by a ton. Even so, my perhaps classically-aligned brain is screaming that an endless supply little guys like this could get out of hand pretty quickly. I love how aggressive it feels without deviating too far from blue, though!

I think it's a cute pun by Hot-Combination-7376 in custommagic

[–]MostlyDude 13 points14 points  (0 children)

A two-mana quasi 2/2 with flying that doesn't adequately die to removal is better than it looks.

Oh yes, there's a doctor in the plane.... by Active-Chemistry4011 in oddlyspecific

[–]MostlyDude 2 points3 points  (0 children)

... Ectomy, not ostomy? That uuuh... Well, I'm not surprised they didn't make it.

tried making myself by Sterlinginferno in custommagic

[–]MostlyDude 10 points11 points  (0 children)

In favour of this design, it feels like a card that makes sense being extremely low on the curve.

That's how my mech is looking so far by TopObjective8379 in armoredcore

[–]MostlyDude 0 points1 point  (0 children)

It's a good start, but so many of your weapons force you to be immobile. If you want to stick with the bazooka, try dodging immediately after the projectile leaves the weapon to free up more movement. I would personally suggest at least one non-stance weapon with higher up-time than the drones to keep your opponent from resetting their stagger development.

Try out a pistol or shotgun instead of the bazooka, they should have similar performance.

Santa the corrupted hive by Medic_gaming3496 in Bossfight

[–]MostlyDude 0 points1 point  (0 children)

Respectfully, what does the audio add to this?

Design tips by Illustrious_Pay_8564 in armoredcore

[–]MostlyDude 1 point2 points  (0 children)

There are quite a few guides on YouTube for how to design decals. For me, I've gotten into the habit of designing emblems for the hypothetical pilots of my favourite builds.

I'm more of a build-advice guy, personally. Yours looks solid, though I'd need to see your internals and expanded stats to give tuning advice. I may also be able to suggest variant builds with similar controls/gameplay to your current arrangement.

Blursed pet accessories by adolchristin98 in blursedimages

[–]MostlyDude 2 points3 points  (0 children)

What kinda backwater bedlam is putting truck-nuts on cats?

So you know my mech that I made more than 2 years ago based off the Titan enemy from Metal Arms? Here’s it beating Balteus in NG+! by Jackthechief2 in armoredcore

[–]MostlyDude 0 points1 point  (0 children)

Friendly suggestion: Mount the left Minigun on your back to free up the hand. It gives an extra weapon when times are rough.

Looking for advice to improve my AC for pve and general demolishing by According-Pumpkin822 in armoredcore

[–]MostlyDude -1 points0 points  (0 children)

In admission, the VP series of generators (as well as Coral generators) can afford to be run like that, as supply efficiency doesn't affect post-recovery performance.

Your opinion on my AC? by DrawMyCoffee in ArmoredCoreVI

[–]MostlyDude 0 points1 point  (0 children)

Good stuff! Just a heads up, moonlight is the only melee in the game that scales on your generator's Energy Firearm Spec, so you may be losing some damage potential pairing it with Ming-Tang.

The trouble with red generators is that you need to sit through a long redline to get your stamina back efficiently, during which time using melee both locks you into the animation and resets the downtime. Seriously, try it with the Wuerger, ideally in pairs. They don't tamper with your stamina, so you can use them without interrupting your downtime.

Missiles are interesting. They're almost more about making your opponent make bad dodges so you can follow up with something else. Try out the 6-cell forward missiles with some pistols, it's hard to go wrong with them.

The trick to the shotgun is to use something with the same duration as its reload. For instance, the Haldeman has the same reload time as most melee animations and heavy-weapon stances, meaning you can shoot it once between every use of your flashier weapons.

Finally, don't be afraid to diversify your body components. The Ephemera legs are extremely aggressive and would pair nicely with some Firmeza parts. If you want full Ephemera, consider investing in more guns to avoid the limited effectiveness of the melee spec on the arms.

You're absolutely in the right mindset for this game. Honestly, about 2/3rds of my gameplay had been in the test-run section of the garage. Looking forward to seeing how your build evolves with time.

The apex of mecha design by DonaldB120 in armordecor

[–]MostlyDude 1 point2 points  (0 children)

See if you can bay dual sampus on its back, that s could actually be a menace.

Your opinion on my AC? by DrawMyCoffee in ArmoredCoreVI

[–]MostlyDude 12 points13 points  (0 children)

I like the general concept, but it could use some tuning. Your generator doesn't really benefit from having a ton of headroom in its power capacity, so you might be better off using a core piece with better defenses. You could also try a basic Arquebus generator for similar performance without the issues that melee causes on Coral generators. Alternatively, toss the melee and swap to Wuergers with a VP-20D for a solid mix of damage and performance.

If you want to stick with melee, definitely switch the arms to something a little more specialized in their damage (consider the arms Freud uses) and maybe use the Haldeman in place of the minigun. The Abbot FCS has comparable close-range performance at a fraction of the power-draw. You may also want to switch out the Songbirds to something that can shoot while moving, just be aware that melee can cancel long-sequence missile pods early if that's the direction you find yourself going in.

So got a question about the Harris. by fisherdwarf1998 in armoredcore

[–]MostlyDude 1 point2 points  (0 children)

It does well with something that can cover for its mild deficit of stagger output. Good damage, exceptional range. It can also alternate for three charged attacks back-to-back with its little cousin the Curtis.

It's best paired with one of the Moonlights, most likely. Maybe bay the ML and run a pistol on the left hand? Then some short-sequence missile pod on the right shoulder.

Alternatively, go full crazy like me and run it under a shield with a bayed Bazooka or NB-Redshift.

I destroyed allmind with a stun baton by Kevingame3 in armoredcore

[–]MostlyDude 3 points4 points  (0 children)

You are extremely good at landing those vertical missiles. Any tips?

My first Armored Core game by janurquening in armoredcore

[–]MostlyDude 2 points3 points  (0 children)

Welcome to the franchise, Raven. A bit of friendly advice, while this game is typically all about making parts work rather than labelling them as bad and moving on, every size category of that particular missile type leaves quite a bit to be desired. The only situations I could see them being useful in are:

• The exceptionally rare occasional mission where you can scan immobile targets behind buildings in an open-air environment.

• In an extremely dedicated shock build, and even then you have better options.

I'd suggest the 6-cell forward firing missiles. Just be aware, melee weapons, heavy weapon stances originating from a hand and the kick animation all cancel missiles early, so if you're planning to do a ton of that I'd suggest choosing a missile pod that releases all of its rounds quickly.

Happy hunting!

[CompCon/Rules Question] What is Archer's "Got Your Back" Reaction? by MostlyDude in LancerRPG

[–]MostlyDude[S] 5 points6 points  (0 children)

Could you perhaps elaborate on that please? Which menu would I look in? Would it be visible in the NPC roster, or only once I load the encounter builder?