Armored Core 2

Armored Core 2

15.10.2013 14:45:47
Core Designs
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Armored Core 2
Core Designs
Version 0.4
Armored Core 2 is copyright Software, Agetec, and Sony Entertainment of America

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As of Version 0.4 I am not excepting any more Core designs until the American
version of AC2:AA comes out.

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This is a compliation of all the Core designs I could find in and around the
Armored Core 2 messageboards. Took me quite a while to go through all the
posts. I did not create any of these designs or descriptions of these Cores.
Credit is given to the designers. The only use for this faq is to place all
the designs in one place so that they may people compared and contrasted.
Contributions are always welcome, simply post on the messageboards addressing
Makie (my messageboard name) and tell me if you wish to have your design added
to the faq. If there is anyone who objects to their design being used in this
faq, post on the messageboards that you wish for me to remove your design.
What I did create was the Arena Battles faq that has not been updated in a very
long time. Any combats by me will be marked in quotes with my intials as well
"NM". Version numbers are added with the Core designs to show when they are
added. If there is no version number assume that it was in the initial release
of this faq.

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Updates

Version 0.2: Galvitron's third core design, Graynor, added. Ky Kiske's new
Core, Thunderblade, added. Uratoh's new Core, Zodiac, added. Crimsonscythe's
new core, Arc Night, added.

Version 0.3: Ky Kiske's new Cores, Firefalla and Wolf Spider, added.
revelr81's new Core added. Goten911's new Core added. Zombiekiller's two new
Cores, Purplehaze and Blunter, added.

Version 0.4: Deathscythe22's new Core added
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"Originally found at www.mechmadness.com
Posted on the Gamefaqs boards by Shadowneo
This is the AC on the cover of AC2 as well as the one featured in the opening
clip. NM"

The Blue Zio Matrix (intro blue AC)

Performance Info

Head: ZHD-MO/EGRET
Core: ZCL-XA/2
Arms: ZAN-202/TEM
Legs: ZLN-XA2/FF
Booster: ZBT-GEX/3000
FCS: LODD-BLAZER
Generator: GR-XR/SEED
Radiator: RPS-MER/A3
Inside: INW-BD-XVX
Extension: BEX-BRM-04
BACK UNIT R ZWM-M24/1MU
BACK UNIT L ZWC-LQ/2552
ARM UNIT R KARASAWA-MK2
ARM UNIT L EES-777LAR

Opt. 1 SP-ENE-SCR
Opt. 2 SP-BCNDR
Opt. 3 SP-BFS/LOSP
Opt. 4 SP-ENE-ACC
Opt. 5 SP-E/SAVER
Opt. 6 SP-CBRK
Opt. 7 SP-VIECH
Total slots: 21

AP 8235
WEIGHT 8598
GRADE GREAT

Pattern: Cold Blue
General Red Green Blue
Base
Aid
Optional
Detail 65 60 85
Joint
Only change the Detail color.
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"This core is attempting to get the highest Overall # in the Performance rating
section of the
Garage. NM"

Core design by: CokaCola Cat

Head: ZHD-M0/EGRET
Core: ZCH-GR/1
Arms: ZAN-004/B
Legs: ELC-DISI
Booster: EQUIP IMPOSSIBLE
FCS: VERTEX-124/EE
Generator: HOY-BV2500
Radiator: RBG-CLX5000
Inside: INW-DM/R11
Extension: BEX-BRM-04
Back Unit R: EWM-FIN-B00
Back Unit L: EWM-FIN-B00
Arm Unit R: EWG-HC-GN210
Arm Unit L: LS-MOONLIGHT

Optional Parts: Unlike earlier AC games, these seem to have no effect on the
overall numbers.

Overall: 63430
Grade: Excellent
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Core design by: FFrulz2000

Head- ZHD-MO/EGRET
Core- ZCH-GR/1
Arms- EAW-H801
Legs- ZLB-7744/VAT
Booster- ZBT-GEX/3000
FCS- VERTEX-124/EE
Generator- HOY-BV2500
Radiator- RBG-CLX5000
Inside- INW-DM/RII
Extension- BEX-BRM-04
Back unit R- EWM-FIN-BOO
Back unit L- EWC-GN44-AC
ARM UNIT R & L- NA

This is a heavy AC with good mobility. To make the most out of it, equip the
optional part that reduces lock on time. At the start of a battle turn on your
extensions and let the missles rip! The superheated missle arms have a fast
lock on time and with extensions you should be able to take out opponents fast.
If you run out of ammo, fire the large missle and watch it drain your opponents
ap. If your opponent has an anti missle extension, use the grenade launcher. If
you have any suggestions about my AC feel free to post it.
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Core design by: Ky Kiske

GENOCIDE Heavy Arms Assault System
Head: ZHD-8008/S
Core: ZCX-F/ROOK
Arms: EAW-DC10
Legs: ZLR-ZIO/MATRIX
Boost: None
FCS: LODD-BLAZER
Gen.: HOY-B1000
Rad.: RRX-COT-GK10
Ext.: BEX-BD150
Back: EM-SD120 (Both slots)
---------------

Core design by: Ky Kiske

SPARROW HAWK Light Armor Skirmish System

Head: ZHD-2000/SV
Core: ECL-ONE
Arms: EAW-MG-03 (WereHound's favorite)
Legs: ZLR-TII/BUD
FCS: DOX-ALM
Gen.: HOY-B1000
Rad.: RBG-CM6
Ext.: BEX-BB210 (Backdash to go!)
BackL: EM-SD120
BackR: [Empty]

Option Parts:
SP-S/SCR - less shell damage
SP-ENE-SCR - less NRG damage
SP-BCNDR - generator capacitor increase
SP-BSI-LE - less impact shock
SP-CIR-K - increased turning speed
SP-CBRK - increased braking capacity

This design is so delightfully symmetrical, if I have to say so myself. The
upper-body parts and internals weigh _exactly_ 3660... the precise amount the
legs will hold! All 16 of the Core's Option Slots are filled. At first, I was
quite leery of sacrificing a hand-to-hand weapon (not to mention toughness) in
favor of gun arms, but doing so gives this light unit the moxie it needs to
take down even the toughest Cores. Believe it or not, with the expanded ammo
magazine, this machine has enough power to gun down The Veteran - his is SURELY
the toughest AC in the game, with those massive Tank legs and ultra-heavy Core.
It DOES take some skill to win - you CAN'T miss much, and just a few hits will
toast you - but you can fly for quite a while and pepper the foe with slugs
from above (which is wicked fun, BTW). It's also kind of cool _not_ to worry
about multiple weapons systems - just one darned effective one, and
maneuverability to burn.
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Core design by: Ky Kiske

PHALANX-Z Heavy Barrel Assault System

Head: ZHD-8008/S
Core: ZCL-XA/2
Arms: ZAN-202/TEM
Legs: ZLC-M2/PIKE
Boost: [Equip Impossible}
FCS: LODD-BLAZER
Generator: HOY-B1000
Radiator: RPS-MER/A3
Extension: BEX-BRM-04
Back Unit Left: EWC-GN44-AC
Back Unit Right: ZWM-M24/1MU
Rhand: ZWG-AR/K
LHand: ZLS-400/SL

Options: (21 slots used)
Shell Screen - 2
NRG Screen - 1
Capacitor Expander - 4
Turn Speed Enhance - 5
Increased Lock Range - 6
Faster Lock Speed - 2
Reduced Cannon Recoil - 1

If I know your typical perspective on a mech, you'll think this design is still
a bit underarmored. Perhaps - but I can beat Lion Heart (my toughest foe,
believe it or not, short of Matthias), Prisoner, Ares, Merciless, The Veteran,
and D. Sebastian using it. These fighters are those I consider to be kind of
the ''cream of the crop'' in that they are very hard but beatable in a
STRAIGHT-UP FIGHT (not just dodging to run ammo down) if you have skill and the
right gear. PHALANX is faster than it looks (mostly because I Overboost A LOT)
and turns on a dime - only one set of legs in the game can turn faster, in
fact. This makes it hard to get past me, and easier for me to target my GL and
sword shots (yes, I can actually hit someone with the ZLS-400/SL's beam wave).
The beam wave works well in conjunction with grenades, too - saber them while
they are stunned from the grenade. Then there's the missile swath - five
missiles to start, then one splits to make the total
eight. I find this combination seems to overwhelm even the best countermissile
Extension rather more frequently than the Middle Missile (four shots with one
lock) - not to mention it has more ammo by far. Missiles work well while
retreating. Use the superfast MG if they get close - it strips damage away
faster than you imagine!
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Core design by: Ky Kiske

MAGNUM HAWK Light Armor Skirmish System

Head: ZHD-8008/S
Core: ECL-ONE
Arms: ZAN-303/S
Legs: ZLR-TII/BUD
Boost: [nope]
FCS: DOX-ALM
Gen.: HOY-B1000
Rad.: RBG-CM6
Ext.: BEX-BB210
BackL: EWR-L24
RHand: ZWG-HG/111
LHand: ZLS-400/SL

Option Parts:
SP-S/SCR - less shell damage
SP-ENE-SCR - less NRG damage
SP-BCNDR - generator capacitor increase
SP-BSI-LE - less impact shock
SP-CIR-K - increased turning speed
SP-CBRK - increased braking capacity

Weight: 3635 of 3660 on the legs, 6285 total
Armor Points: 7392 - quite an improvement!
Don't have time to post shell and NRG defense, but trust me, they're both
improved. Defense is much better, but mobility is still as good as before.
Offense strategy is significantly changed because manual targeting is required
for main gun, but I still think this _might_ go places. Give it a try, see what
you think? Hint: try sharpshooting in the ''AC Test'' before you go into the
Arena, otherwise you're walking into a ''meat grinder.''
---------------

Core design by: Ky Kiske

Head: ZHD-8008/S
Core: ZCX-ROOK
Arms: EAW-DC10
Legs: ZLC-PIKE (first tank legs, arrowhead shaped)
Gen.: HOY-B1000
Rad.: RPX-MER-A3 (I think - weighs 325, made by Zio)
FCS: DOX-ALM
Back: ZWX-MAC (Double-barrelled Plasma Cannon, awarded for Arena victories)

Options:
SP-BCNDR - generator increase
SP-CIR-K - faster turn rate
SP-BE++ - more NRG weapon damage
SP-ENE-ACC - faster NRG weapon fire rate

I don't think I remembered the name of all the parts correctly, but if you look
through the lists
you will see the ones I mean.

This is a Kick-Arse AC for Arena combat in almost any Arena you choose. It can
fly surprisingly well for a Tank and is very maneuverable, aided in no small
part by the back-boosters. Please don't be offended by this, but a lot of what
you are saying sounds to me like your piloting skill is still improving, rather
than your mech-design skill. Once you learn to be a better pilot, you will
find you're able to work with a wide variety of weapons and can pick your own
favorites. Here are some piloting tricks.
(1.) Circle the enemy - the CPU loves to do this. In fact you can beat a lot of
Arena enemies by circling faster than they do and shooting. Move either left or
right while turning your AC in the OPPOSITE direction (i.e., travel to the
RIGHT while turning to the LEFT) to make a circle. The Option part that
increases Turn Speed is invaluable. If you use a Tank or Hover leg unit, use
short taps of the X button to increase your circling speed. With any other kind
of legs just hold X to go fast. You can even circle in Overboost mode, but it's
harder to aim.
(2.) Fly OVER enemies - Prisoner is a good example. He will OB right at you,
then try and get behind you. Snap off a shot as he closes, then time your
boosters so that you pass over his shot. Accelerate forwards and up. Start
turning either left or right, and use the above described Circling tactic to
continue moving over the enemy while turning. You should be able to land
already lined up on the enemy, or nearly so, depending on your turn rate. With
practice, you can boost forward and up, turn 180 degrees, and land in the
opposite direction in a short time. This is excellent against agressive enemies
or ACs that are slower than yours.
(3.) Don't shoot from the hip - when you lock on with an ''aimed'' weapon (in
otherwords, something other than a missile), DON'T shoot right away, if the
enemy is moving you will always miss. Let your FCS have a short time to
''lead'' the enemy and you will hit much more consistently. The closer you are
to the enemy, the less you have to worry about this. Another important trick is
to turn a little ahead of the enemy so that you ''lead'' them with the facing
of your AC; this also improves accuracy tremendously.
(4.) Pick the right legs for your style. For instance - I am good at sliding
around on the ground, dodging and firing but only occasionally going into the
air. For this reason, Tank and Hover legs work by far the best for me. If you
like to jump and shoot from the air, Human legs or Reverse-Joint legs are your
best bet. Quadra-hover legs are really quite well-rounded, but use a LOT of
energy, so I tend not to like them. Try several different types to see what you
work best with.
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Core design by: Ky Kiske

ZION-GT Remote Impact Assault System

Head: EHD-WACS
Core: ECL-ONE
Arms: ZAN-303/S
Legs: ZLR-EE/STOL
Gen.: HOY-B1000
Rad.: RBG-CM6
Boost: [Equip Impossible]
FCS: LODD-BLAZER
Ext.: BEX-BB210
Back: ZWX-F04/ORBIT (Both slots)
RHand: EWG-HC-GN210
LHand: ZLS-400/SL

Option Parts: (16 Slots Used)
SP-CIR-K - increased turn speed
SP-BCNDR - generator capacitor increase
SP-BE++ - NRG weapon damage increase
SP-ENE-ACC - NRG weapon improved fire rate
---------------

Core design by: Ky Kiske

GRYFALCON Multi-Role Light Arms Combat System

Head: ZHD-8008/S
Core: ZCL-XA/1
Arms: ZAN-202/TEM
Legs: ZLN-WA02/SS
Boost: EBT-V55
FCS: DOX-ALM
Gen.: HOY-B1000
Rad.: RBG-CM6
Ins.: ---
Ext.: BEX-BRM-04
BackL: EWM-S612
BackR: ZWR-S/60
RHand: EWG-RF-M15
LHand: ZLS-T/100

Options: (20 slots used)
SP-S/SCR - shell screen
SP-ENE-SCR - NRG screen
SP-BCNDR - capacitor increase
SP-CIR-K - tighter turn radius
SP-BFS/LOSP - faster lock
SP-VIECH - longer lock range

Of course, there is no Plus. Please assemble this AC and look at the weight
allow for the legs impressive, eh? Rarely does any set of parts equal out to
EXACTLY what the legs can tolerate... I love it when this happens, though I
don't seek it out. This AC is amazingly maneuverable. Despite lacking the
Balena backdash boosters of which I am so fond, it handles like a dream. The
boosters give 2000 Rising Ability but are VERY EFFICIENT - it can fly for a
LONG time. The DOX-ALM FCS gives a massive lock window, and with two FCS
upgrades, it compares quite favorably with the more-often used VERTEX-124/EE.
Weapons selection is likely to be criticized for the lack of a massive gun or
missile, but I find the EWM-S612 coupled with BEX-BRM-04 to be d@mned effective
for the weight. Plus, the S612 has a LOT of ammo, so you can still fire
damaging 4-missile salvos long after the BRM-04 runs dry. Even enemies using
BEX-BAMS-287 usually seem to take at least some damage from my missile
fusillades, and because of the aforementioned ammo edge, I will always have
missiles after their coutermissiles are empty! (Yes, this is battle-tested.)
The S612 also locks on much more rapidly than either of the other multilock
small missile pods, which is really what cinched the choice. The Small Rocket
launcher is semi-useful for midrange sniping, even from the air. Close on the
ground it's much more useful. With 40 rounds, if you can hit with even 25 or so
you're doing well, and the damage is decent for such a light weapon. You do
have to learn to aim, though... try fighting D.Sebastian a time or five,
heheheh. The M15 rifle was a surprise replacement for the 240-kilo ZWG-HG/111.
It originally didn't fit with the weight, but after trading in my beloved
ZLS-400/SL for the ZLS-T/100, it fit _perfectly!_ In fact, I've been happier
with the T/100 anyway, as I typically use this mech's sword for _actual_ melee,
not wave-casting. It works delightfully, and recovers faster than the 400/SL.
Damage is light, but the point is hit-and-away - plus, you can usually give
your sword-damage a boost with a well-timed rocket or two... funfun! The hit
list so far is: Riot, The Veteran, Catastrophe, Lion Heart, Strung, Dreadnought
and Super Sonic. As you can see, I've mostly focused on slower, heavier foes
with a damage and AP edge, but less mobility. Super Sonic is fast, but rarely
flies, so again the advantage was mine. Catastrophe was quite a challenge, but
he stinks at ammo management. Once the armguns ran dry, he was hatin' it. The
chain gun didn't help him much - GRYFALCON is far tougher than it looks. Next
up are Falcon VIII, Rose, Merciless and... D.Sebastian. If anyone will defeat
me effortlessly, it'll be DS. He can match my mobility and has a nasty damage
edge. We'll have to see if missiles and rifle bullets have his number.
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Version 0.2
Core design by: Ky Kiske

THUNDERBLADE Light Armor Superweapon Assault System

Head: ZHD-8008/S
Core: ZCL-XA/2
Arms: ZAW-XP/T9
Legs: ZLC-M2/PIKE
Boost: [Equip Impossible]
FCS: LODD-BLAZER
Gen.: HOY-B1000
Rad.: RPS-MER/A3
Ext.: BEX-BB210
Back: ZWX-E90/MAC

Option Parts: (21 Slots Used)
SP-BCNDR - better Gen
SP-CIR-K - faster turn
SP-BE++ - increase NRG weapon dmg
SP-ENE-ACC - increase NRG weapon fire rate
SP-E/SAVER - decrease NRG weapon drain

...and that's it.
Not technically a Lightweight, it tips the scale at a healthy 8506 kilos, but
withultralight armor (7016 AP and crappy defense), I can't help but consider it
so. Not to mention this thing is FAST! The PIKE Legs and ZCL-XA/2 Core combo
was the setup for PHALANX-Z, my first worthwhile design, so I knew mobility
would be solid. The Backdash boosters further enhance maneuvering and dodging.
For all my carping about not liking to spend valuable generator capacitance on
firing, it just works too well to overlook here. This design started out as a
rework of GENOCIDE, based around energy guns just for kicks. Originall it had
the ZAW-LC/NPM arms (BIG beam guns), but these were just too power-hungry for
even my favorite Generator. I thought about trying the ZAW-SPLASH, but they
wouldn't fit with the weight. So the current arms clicked right into place, one
kilo below max - wow!
I played around with this baby and smeared Prisoner and Lion Heart
effortlessly. Then I tried Ares and D. Sebastian, with the same results... I
was getting a little excited. The Animal fell quickly. Dreadnought, Rose, and
The Veteran followed. I HADN'T LOST ONCE.
''Do I dare?'' I asked myself.
''DO I DARE?!''
My conscience bids me state that Matthias bested me our first go... but I had
him down to 1200 AP. The second time was no contest. I think he might have hit
me, oh, maybe four times. He died ignominiously trying to flee my Pulse bolts!
Basic strategy with this AC: as the match starts, hold down Triangle and R3. OB
toward them, dodging any shots, and blast them with your MAC if possible. From
here, it's just a question of staying inside, circling or flying over the
enemy, OB-ing to follow or get behind them as needed. Pick them away with the
MAC for a few passes, then land, recharge your generator, switch to the
XP/T9... AND TEAR THEM APART! If you think the KARASAWA is a fierce
close-combat weapon, TRY this design and see the horrifying power of dual Pulse
cannons. I have never seen APs melt away so fast. It's... gratifying.
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Version 0.3
Core design by: Ky Kiske

FIREFALL Tactical Barrage Assault System

Hd: ZHD-8008/S
Cr: ZCX-F/ROOK
Ar: EAW-S604
Lg: ELB-5005B
Bt: EBT-V55
FC: VERTEX-124/EE
Gn: HOY-B1000
Rd: RBG-CM6
In: [Nothing]
Ex: BEX-BRM-04
BR: EM-SD120
BL: EWR-L24

Options: (16 slots)
SP-S/SCR - less shell dmg
SP-ENE-SCR - less NRG dmg
SP-BCNDR - better capacitor
SP-BSI-LE - less impact shock
SP-CIR-K - tighter turns
SP-BFS/LOSP - faster lock

Good, maneuverable midrange mech. Challenging to use in the Cave, excellent
just about anywhere else. It can launch ''constellations'' of missiles at
enemies rapidly. The rockets are more for the inevitable close-up encounters
than long-range sniping, but please yourself. Ammo limit? 96 arm missiles, 24
Relation missiles, and 29 rockets? If you can build something that can soak ALL
that up (within reason, not ALL of it will hit), you have my compliments. Also
a very effective flyer due to the LOW energy use - recharges very fast. Just
remember it STINKS at short range combat. It'll be interesting to see how well
something like this can fare against an experienced pilot in a fast mech. If
they're good at missile dodging, it could shut down this mech... theoretically.
120 missiles divided up among approximately 15 salvos is a LOT of firepower to
dodge.
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Version 0.3
Core design by: Ky Kiske

WOLF SPIDER Close Combat Skirmish System

Hd: ZHD-MO/EGRET
Cr: ZCL-XA/2
Ar: ZAN-303/S
Lg: ZLF-...CARM (don't remember full name, Matthias' legs)
Bt: ZBT-GEX/3400 (sp? hidden part, weighs 255)
FC: DOX-ALM
Gn: HOY-B1000 (what else?)
Rd: RBG-CM6 (sp? weighs 153)
In: [None]
Ex: BEX-BAMS-287 (best antimissile)
BL: (Heavy Rockets, 24 ammo)
BR: EM-SD120 (+20% Magazine)
RH: ZWG-HG/111 (best Zio handgun)
LH: LS-MOONLIGHT

Options (20 slots used)
SP-S/SCR
SP-ENE-SCR
SP-BCNDR
SP-BSI-LE
SP-CIR-K
SP-BLS

I think I remembered the Option parts correctly.
This ought to be 5118 kilos, if I remember right the CARM quad legs can hold
5120.
Well, you can see what this AC is all about. Basically a light chassis with a
couple of close combat weapons and a supercharged MOONLIGHT (the 303/S arms
have the best energy supply at 135, and the BLS makes it even more deadly). The
extra ammo pack isn't as useless as it looks... it gives 10 extra antimissiles
as well as extra offensive ammo. The Zio handgun is excellent against light
ACs, so the extra ammo is needed there. I opted for the heavy Rockets because
they ought to work well in conjunction with the sword.
Can anybody put this together and post back telling me if the GEX boosters give
it a Rising Ability of 3000? That's what I'm shooting for. I don't know if it
will work. If not, I'll use more efficient boosters. Or maybe I could lighten
the Head and put the ARTERE boosters on there to give it RA 3000.
-----------

Core design by: Hugh King (aka the iceman)

Eliminator

Class: Heavy Human
Parameters: Anti-Stun, Heavy Armor, High Firepower, Low Mobility
AP: 9788

Description
A heavy AC with powerful weapons and monstrous AP, these combined with the
energy shield can reduce damage drastically than that taken by lighter ACs.
Good shielding, a little slow in turning. Wide radar range with little to no
delay in processing. Low on ammo, but the handgun grenade rifle is usually
enough to do the job all by itself, the missile is there for greater ranges and
as a backup. This AC is great at trading shots with the shield up. This thing
looks like a monster compared to the smallest ACs.

ASSEMBLY/PARTS
Head: EHD-GN-92
Core: ZCH-GR/1
Arms: ZAN-707/E
Legs: ZLN-9001/A
Boosters: ZBT-GEX/3000
FCS: LODD-BLAZER
Generator: HOY-B1000
Radiator: RPS-MER/A3
Inside: None
Extension: BEX-BAMS-287
Back Weapon Left: ZWM-M24/1MU
Back Weapon Right: ZRL-774/WH
Arm Weapon Right: EWG-HC-GN210
Arm Weapon Left: ZES-99/MIRROR

OPTION PARTS
SP-S/SCR
SP-ENE-SCR
SP-CIR-K
SP-BF5/LOSP

COLOR
General
0,0,0
200,200,200
100,0,0
200,200,200
100,100,100
-------------

Core design by: Hugh King (aka the iceman)

Blue Thunder

Class: Midweight Human
Parameters: Missile Barrage, General Purpose

Description
A midweight AC with lots of missiles, the shotgun does good damage and has a
good ammo supply for closer ranges, the AC has good maneuverability. Very good
arena AC for a wide variety of situations.

ASSEMBLY/PARTS
Head: EHD-NIGHTEYE
Core: ZCK-F/ROOK
Arms: EAN-02-BG
Legs: ZLN-XA2/FF
Boosters: ZBT-GEX/3000
FCS: LODD-QHT
Generator: HOY-B1000
Radiator: RPS-MER/A3
Inside: INW-DEC-00A
Extension: BEX-BRM-04
Back Weapon Left: EWM--S608
Back Weapon Right: ZWM-M24/1MU
Arm Weapon Right: EWG-GSH8
Arm Weapon Left: ELS-2772

OPTION PARTS
SP-S/SCR
SP-ENE-SCR
SP-BCNDR
SP-BSI-LE
SP-CIR-K
SP-BF5/LOSP

COLOR
General
0,0,50
0,0,200
200,200,200
200,200,0
0,0,100
-------------

Core design by: Hugh King (aka the iceman)

Blue Bolt

Class: Midweight Human
Parameters: Missile Barrage, General Purpose

Description
A midweight AC with good missiles, the grenade does the handgun part very well,
and the AC has good maneuverability. Very good arena AC for a wide variety of
situations.

ASSEMBLY/PARTS
Head: ZHD-2000/SU
Core: ZCK-F/ROOK
Arms: EAN-02-BG
Legs: ZLN-XA2/FF
Boosters: ZBT-H4/T
FCS: LODD-BLAZER
Generator: HOY-B1000
Radiator: RPS-MER/A3
Inside: INW-DEC-00A
Extension: BEX-BRM-04
Back Weapon Left: ZWM-M24/1MI
Back Weapon Right: None
Arm Weapon Right: EWG-HC-GN210
Arm Weapon Left: ELS-2772

OPTION PARTS
SP-S/SCR
SP-ENE-SCR
SP-BCNDR
SP-BSI-LE
SP-CIR-K
SP-BFS/LOSP

COLOR
General
0,0,50
200,200,200
0,0,200
200,0,0
100,100,100
-------------

Core design by: casper123

HEAD: EHD-DOME
CORE: ZCH-GR/1
ARMS: ZAN-707/E
LEGS: ZLR-ZIO/MATRIX
FCS: VERTEX-750/W
GENERATER: HOY-B1000
RADIATOR: RBG-CLX5000
INSIDE: INW-EM-RRD
EXTENSION: BEX-BAMS-287
BACK UNITS: ZWM-M24/1MU, EWR-L24
ARM UNIT R: KARASAWA-MK2
ARM UNIT L: LS-MOONLIGHT
--------------

Core design by: casper123

head: ehd-dome
core: zch-gr/1
arms: eaw-h801
legs: zlr-zio/matrix
fcs: vertex-750/w
generator: hoy-b1000
radiator: rbg-clx5000
inside: inw-em-rrd
extension: bex-brm-04
back unit r: zwm-m24/1m1
back unit l: ewc-gn44-ac
arm unit r&l: n/a
-----------

Core design by: casper123

HEAD: EHD-DOME
CORE: ZCH-GR/1
ARMS: ZAN-707/E
LEGS: ZLR-ZIO/MATRIX
FCS: VERTEX-750/W
GENERATER: HOY-B1000
RADIATOR: RBG-CLX5000
INSIDE: INW-EM-RRD
EXTENSION: BEX-BAMS-287
BACK UNITS: ZWM-M24/1MU, EWR-L24
ARM UNIT R: KARASAWA-MK2
ARM UNIT L: LS-MOONLIGHT
-------------

Core design by: Hypers24

head EHD-DOME or the EHD-GN-92
core ZCH-GR/1
arms EAW-DC10
legs ELC-DISI
no boosters
Fcs LODD-QHT
gen HOY-B999
rad RBG-CLX5000
ins. INW-DM/R11
exten.ZEX-RS/HOUND
bckL. EWM-FIN-13OO
bckr. EWM-FIN-13OO
no Larm wepon
no Rarm weapon
-----------------

Core design by: Hypers24

Blue Death

ZHD-MO/EGRET head
ZCX-F/ROOK core
ZAN-202/TEM arms (One or the other)
EAW-DC10 gun arms
ELN-STVM legs
ZBT-GEX/3000 booster (secret)
HOY-B1000 genertaor
RBG-CLX5000 Raditaor
BEX-BAMS-287 extension
ZWX-IV/PURSUIT
EWX-VLS241 Backweapons (one or the other)
Karasawa-Mk2 Right arm (secret)
LS-Moonlight left arm (secret)

Optional
SP-S/SCR
SP-ENE-SCR
SP-BE++
SP-ENE-ACC
SP-E/SAVER

Overall: Excellent
-----------------

Core design by: Hypers24

head ZHD-MO/EGRET
core ZCX-F/ROOK
arms ZAN-202/TEM
legs ELN-STUM
boost ZBT-21/ARTERE
FCS DOX-125
generator GPS-BOX/10
radiator RBG-CLX5000
inside INW-DECMQ2 (more decoys)
extension BEX-BAMS-287
backL ZWR-5/66
backR ZWR-5/66 or EM-SD120
Rarm EWG-MGA2
Larm ELS-3443

OVERALL-37632
GRADE -EXCELLENT
WEIGHT -9439
AP –9373
---------------

Core design by: Hypers24

HEAD ZHD-MO/EGRET
CORE ZCH-GR/1
ARMS ZAN-004/B
LEGS ELC-DISI
FCS VERTEX-124/EE
GEN. HOY-B1000
RAD. RBG-CLX5000
INS. INW-DM/R11
EXT. BEX-BRM-04
BCKL EWM-FIN-13OO
BCKR EWM-FIN-13OO
RARM EWG-HC-GN210
LARM LS MOONLIGHT

OVERALL 62430
RATING EXCELLENT
AP 9885
WEIGHT 14,144
COST 1,194,600
---------

Core design by: Hypers24

HEAD ZHD-MO/EGRET
CORE ZCH-GR/1
ARMS ZAN-004/B
LEGS ELC-DISI
FCS VERTEX-124/EE
GEN. HOY-B1000
RAD. RBG-CLX5000
INS. INW-DM/R11
EXT. BEX-BRM-04
BCKL EWM-FIN-13OO
BCKR EWM-FIN-13OO
RARM EWG-HC-GN210
LARM LS MOONLIGHT
OVERALL 62430
RATING EXCELLENT
AP 9885
WEIGHT 14,144
COST 1,194,600
--------

Core design by: raed

head:EHD-NIGHTEYE
core:ECL-ONE
arms:EAW DCIO
LEGS:ZLN-WAO2/SS
BOST:ZBT-H4/T
FCS :DOX-ALM
GEN :HOY-B1000
RED :PRX-LOT-GK10
backL:EWM-5612
backR:[EMPTY]
optional parts:
SP-S/SCR-reduces damage by solid weapons
SP-ENE-SCR-reduces damage by energy weapons
SP-BE++-raeses the pow of energy weapons
SP-BMALAD-add miss tracking to radar
SP-E/SAVER-reduce the energy used to energy weapons
SP-M/AUTO-automatically shoot back weapons
----------

Core design by: raed

HEAD:EHD-NIGHTEYE
CORE:ECL-ONE
ARMS:ZAN-202/TEM
LEGS:ZLN-EKI/SART
BOST:ZBT-Z1/ART ERE
FCS :BOX-ALM
GEN :HOY-B1000
RED :RBG-CLX5000
BACK:EWC-GN44-AC
BACK:ZWC-IR/FLUX

OPTIONAL PARTS
SP-S/SER
SP-ENE-SCR
SP-BCNDR
SP-SAB/J
SP-SAB/S
SP-BMALAD
SP-E/SAVER
-----------

Core design by: Ashram

Head ZHD-2000/SV
Core ECH-D4
Arms EAN-MKHS
Legs ZLC-CO4T/CYOR
FCS LODD-BLAZER
Generator GPS-BVX/10
Radiator RRX-COT-GK10
Back
Back EWC-CNG4000
Arm Unit Right EWG-HC-GN210
Arm Unit Left ZES-99/MIRROR
------------

Core design by: TheForestMirage

Head: ZHD-MO/EGRET
Core: ZCH-GR/1
Arms: EAW-DC10
Legs: ELC-D1S1
Booster: NONE
FCS: LODD-BLAZER
Generator: HOY-B999
Radiator: RBG-CLX5000
Inside: NONE
Extension: BEX-BAMS-287
Back unit R: ZWX-IV/PURSUIT
Back unit L: ZWX-IV/PURSUIT

And nothing on the arms. Okay when you use this guy go to the battle dome, he
sucks everywhere else
--------------------

Core design by: Galvitron

NAME: KRAKEN
HEAD: EHD-GARD
CORE: ECL-ONE
ARMS: EAN-O2-BG
LEGS: ZLF-A3/CARM
BOOSTER: ZBT-GEX/3000
FCS: DOX-ELENA
GENERATOR: HOY-B1000
RADIATOR: RRX-COT-1000
INSIDE: NONE
EXTENSION: ZEX-RS/HOUND
BACK R: NONE
BACK L: EWC-XP0808
ARM R: ZWG-HC/K99
ARM L: NONE

OPTIONAL PARTS:
SP-CIR-X
SP-BE++
SP-E/SAVER

Fighting: i mostly try to stay away from the opponent and pick at him. I use
the permanant
structures to hide behind until i can get a clear shot with the rifle. If i get
close i use the shoulder weapon and do short quick boosts.
--------------

Core design by: Galvitron

NAME: JORMUNGAND

HEAD: EHD-GN-92
CORE: ECH-D4
ARMS: EAN-O2-BG
LEGS: ZLB-7744/VAT
BOOSTER: ZBT-GEX/3000
FCS: LODD-BLAZER
GENERATOR: HOY-B1000
RADIATIOR: RRX-COT-1000
INSIDE: INW-DEC-DOA
EXTENSION: ZEX-RS/HOUND
BACK UNIT L: ECW-XP0808
BACK UNIT R: EWC-GN44-AC
ARM L:EWG-MGSAW
ARM R:NONE

OPTIONAL PARTS:
SP-S/SCR
SP-BE++

Fighting: On this mech i like to stay a medium distance away. usually i circle
the opponent and fire with the machine gun or ion gun until they jump then i
wait for them to land and hit them with the grenade launcher.
-------------

Version 0.2
Core design by: Galvitron

Pilot:RHYNN
AC name:GRAYNOR
Head: ZHD-8008/s
Core: ZCH-GR/1
Arms: EAW-DC10
Legs: ELC-D1S1
Booster: N/A
FCS: LODD-BLAZER
Generator: HOY-B1000
Radiator: RPS-MER/A3
Inside: none
Extension: ZEX-RS/HOUND
Back Unit R: EWC-XP0808
Back Unit L: EWC-GN44-AC

Optional Parts:
SP-S/SCR
SP-ENE-SCR
SP-SAB/J
SP-CIR-K
-----------

Core design by: novaSphere

Head: EHD-Gn-92
Favorite head :)
Core: ZCH-GR/1
Favorite Core :) it doesn't have the defenses the ECH-D4 core has (the one
with 8 slots), but it helps get 9999 AP :P Though I'm considering using the
ECH-D4.
Arms: ZAN-004/B
Oh yes. Wonderful AP :D
Legs: ELC-DISI
Catepillar legs, extreme max weight, lots of defense. My favorite legs
overall.
FCS: DOX-ELENA
Generator: HOYU-BV2500
Radiator: The heaviest one..(damn those weird technical names)
Extention: BEX-BB210 back boosters.
Helps get out of a tight situation quickly, especially since the tank legs
don't have the best boosters :/
Back Right: OSPREY radar.
Back Left: Undecided
Chain gun? Missile pack? I can afford to use almost anything since the Tank
legs are so derned supportive :)
Arm Right: ZWG-B/S55 Bazooka.
I really like this weapon for some reason. Projectiles are faster than the
'nade cannon, has more ammo, and does similar damage. :P
Arm Left: Undecided. Moonlight?

Optional parts:
SP-S/SCR (2) Increase Shell defense
SP-ENE-SCR (1)Increase Energy defense
SP-ECM-JAM (5)Sends ECM Pulses to do yadda yadda
SP-BSI-LE (2) Decreases impact shock

AP: 9999 XD XD XD
Weight: 11494 (assuming I used single Chaingun and Moonlight)
Excellent rating :P
-----------

"Similar design to the one above but slight differences. NM"
Core design by: novaSphere

Name: Panzerfaust

Head: EHD-GN-92 (Secret head)
Core: ZCH-GR/1 (Heaviest Zio torso, big circles on back)
Arms: ZAN-004/B (Highest AP, round looking)
Legs: ELC-DISI (Tank legs)

FCS: LODD-BLAZER
Generator: HOY-BV2500 (Heavy one)
Radiator: RBG-CLX5000 (Heavy one)
Extention: BEX-BB210 (Backdash)

Back right: OSPREY Radar
Back left: EWC-GN44-AC 'Nade Launcher/ CNG4400 Chaingun

Right Arm: ZWG-BZ/S55 Bazooka (w00p)/ 'Nade Rifle
Left Arm: ZLS-400/SL Throwing Blade

Optional Parts:

Shell Screen (2)
Energy Screen(1)
ECM Jammer (5)
Shock Absorber (2)

AP: 9999 :D
----------

"This design is overweight. NM"
Core design by: DarkScythe

Head: ZHD-MO/EGRET
Core: ZCL-XA/2
Arms: ZAN-202/TEM
Legs: ZLN-XA2/FF
Boosters: ZBT-GEX/3000
FCS: LODD-BLAZER
Generator: HOY-BV2500
Radiator: RRX-COT-GK10
Inside: -
Extension: ZEX-RS/HOUND
Back L: EWC-GN44-AC
Back R: ZWM-M24/IMU
Arm L: EES-777LAR
Arm R: KARASAWA-MK2

AP: 8235 Offense Pt: 6002
Defense Pt: 2895
Mobility:5964
Grade: Excellent
---------

Version 0.2
Core design by: Uratoh

Zodiac
Heavy Mobile Assault Type

Head: EHD-WACS
Core: ZCH-GR/1
Arms: ZAN-004/8
Legs: ELC-D151
Booster: Equip Impossible
FCS: VERTEX-124/EE
Generator: Hoy-BV2500
Radiator: RGB-CM6
Inside: None
Extension: BEX-BAMS-287
Back Unit R: EWC-CNG4000
Back Unit L: EWC-CNG4000
Arm Unit R: EQG-HC-GN210
Arm Unit L: ZLS-400/SL

Option Parts:
SP-S/SCR - Decreases Shell Damage
SP-ENE-SCR - Decreases Energy Damage
SP-BSI-LE - Decreases Impact Shock
SP-CIR-K - Increases Turning Speed

Coloration:
General:

Base:
R-45
G-0
B-0

Aid:
R-110
G-88
B-117

Optional:
R-110
G-120
B-135

Detail:
R-110
G-120
B-135

Joint:
R-65
G-90
B-63

Legs Detail:
R-200
G-0
B-0
-----------

Version 0.2
Core design by: CrimsonScythe

Arc Night

Head-ZHD-8008/5
Core-ZCX-F/ROOK
Arms-EAN-2112
Legs-ZLN-EKI/SRRT
Boosters-ZBT-H4/T
FCS-DOX-ELENA
Generator-Gps-BVX/10
Radiators-RRX-COT-GK10
Extensions-BEX-BRM-04
Back Weapons-ZWM-M24/IMI, EWR-L24
Right Arm Weapon-ZWF-S/NIGHT
Left Arm Weapon-LS-MOONLIGHT

Optional Parts-SP-S/SCR, SP-ENE-SCR, SP-BE++, SP-BLS, SP-ENE-ACC

The name doesn't refer to the night actually arcing, but by definition a path
to a heavenly body. I sometimes switch between the SP-BLS and the SP-CIR-K
optional parts. It has good speed and balanced offense and defense. I'm not
sure if this is Overweight or not as I am using a Tips&Tricks magazine and
memory. I'll post my Plus one later.
------------

Version 0.3
Core design by: revelr81

HEAD: ZHD-MO/EGRET
CORE: ZCL-XA/2
ARMS: ZAN-202/TEM
LEGS: ZLN-XA2/FF OR ZLF-A3/CARM
BOOSTER: EBT-GE2100
FCS: LODD-BLAZER
GENERATOR: HOY-B999
RADIATOR: RPS-MER/A3
EXTENSION: BEX-BAMS-287(PRIMARY), BEX-BRM-04, HOUND
BACK UNIT: EWR-M60/EWR-L24/EWC-CNG4000
ARM UNIT R: KARASAWA-MK2/ EWG-BZ-B1100/ EWG-MGSAW
ARM UNIT L: ZLS-400/SL

OPTIONAL PARTS: decreased shell damage
increased turn speed
missile display
reduced lock on time
speed up energy weapon
fires missile on full lock
ups attack and defense left arm

I use the CARM legs when I need a little extra speed and accompany it with the
chain-gun. My main weapon used to be the MGSAW, I've carried throughout most of
the Arena I only just started to experiment with the other two.
-----------

Version 0.3
Core design by: cdixon

Blake (Mobile Heavy Assault Platform)

Head: ZHD-MO/EGRET
Core: ECL-ONE
Arms: EAN-1111
Legs: ELF-XX33
Bstr: ZBT-GEX/3000
FCS : VERTEX-124/EE
Gen.: HOY-B999
Rad.: RRX-COT-GK10
Insd:
Ext.: BEX-BRM-04 or ZEX-RS/HOUND
BckR: EWC-CNG4000 (chain gun)
BckL: EWC-GN44-AC (grenade launcher)
ArmR: KARASAWA-MK2
ArmL: LS-MOONLIGHT

with BLUE default color pattern
-----------

Version 0.3
Core design by: Goten911

Head-ZHD-8008/s
Core-ECM-XROO
Arms-EAN-50
Legs-ZLS-A3/CARM
Booster-EBT-Z55
R Arm-EWG-MGA2
l Arm-ELS-2772
Generator-GR-XR/15000
FCS-Dox-105
Radiator-RBG-CM6
L Back Unit-EWM-56O2
R Back Unit-EWM-56O2
Optional Parts-None
Inside-None
Extension-None
----------

Version 0.3
Core design by: Zombiekiller

PuRpLeHaZe

Head: ZHD-2000/SV
Core: ECL-ONE
Arms: ZAN-303/S
Legs: ELN-701
Booster: EBT-VSS
FCS: DOX-ELENA
Generator: HOY-B999
Radiator: RPS-MER/A3
Inside: -
Extension: BEX-BB210
Back Unit L: EWM-5612
Back Unit R: EWM-5608
Arm Unit L: ZLS-T/100
Arm Unit R: Karasawa-MK2

Optional:
Decreses Shell Damage
Decresses energy weapon damage
Expands capacitor on generator
Reduces impact shock
Increases turning speed
Reduces lock-on time

AP:7138
Weight:6758
Overall:34733
Grade:Great (I want to find a way to get it to excellent.)
-----------

Version 0.3
Core design by: Zombiekiller

BlUnTeR

Head:ZHD-MO/EGRET
Core:ZCH-GR/1
Arms:ZAN-616/AUR
Legs: ELC-DISI
Booster:-
FCS: VERTEX-124/EE
Generator: HOY-B1000
Radiator: RBG-CLX5000
Inside:-
Extension: ZEX-RS/HOUND
Back Unit L: ZWX-E90/MAC
Back Unit R: ZWX-E90/MAC
Arm Unit L: LS-MOONLIGHT
Arm Unit R: EWG-BZ-B11000

Optional:
Decreses Shell Damage
Decresses energy weapon damage
Reduces impact shock
Increases turning speed

AP: 9489
Weight: 11362
Overall: 53410
Grade: Excellent(I am happy with this AC)
----------

Version 0.4
Core Design by: Eric

Head- ZHD-AG/TURRET
Core- ZCH- GR/1
Arms- ZAN-004/B
Legs- The Tank bottom one
FCS- DOX-PG2
Generator- HOY-B1000
Radiator- RBG-CLX5000
Booster- None
Extension- BEX-BRM-04
Optional Parts- SP-S/SCR, SP-SAB/J, SP-BLS, SP-M/AUTO (10)
Inside- IMW- DM/R11
Back Unit R- EWC-GN44-AC or EWC-CNG4000
Back Unit L- ZWC-IR/PLUX or EWM-PIN-BOO
Arm Unit R- Karasawa
Arm Unit L- Moonlight

This is my AC. If you want to tear apart agile AC's build this one. I tore up
Ares, Prisoner, Lionheart, The Animal, The Vetran, Mathios, and Helios in one
battle. I also tore up Klein, Boyle, Remille and all the big Disorder Units.
My offense and Ap are all the way up. I chose the Tank legs for optimal AP,
Offensive power, and Mobility.
----------

Core design by: Deathscythe22

Head: ZHO-MO/Egret
Core: ZCH-GR/1
Arms: ZAN-DO4/B
Legs:ELN-STVM

Booster: ZGT-Z1/ARTERE
FCS: LODD-BLAZER
Generator: HOY-31000
Radiator: RBG-CLKS000

Inside:1NW-DM/R11
Extension: BEX-BB210
Back Unit R: EM-AAT110
Back Unit L: EWC-ENG4000
Arm Unit R: Karasawa MK2
Arm Unit L: LS Moonlight

Optional Parts: SP-5/SCA, SP-ENE-SCA, SP-BE++.

AP:9880
Weight: 12,297
Comments: This mech can take tons of hits ( or maybe I just hate dodging).
The only thing I need to avoid are multiple missle clusters (3 or 4),
because they bring the heat up way to high, and the Karasawa doesn't help.
This is an Overwieght mech, only after changing the radiator when I beat the
game. I beat Leos Klien with this mech with only a chain gun, karasawa and
the moonlight. It's high AP helps when fightng quick enemies. The best way to
use this mech is to slash at close range with the moonlight while firing off
the laser rifle. With over boost this helps even more because you'll get in 3
to 4 rifle shots and 3 hits with the blade. The Energy recovery is great
also, but flying should be avoided. Over Boosting is the way to go. This mech
is only for people who can withstand getting shot (being patient), and then
finding a window for fire. One problem with this mech is the fact that it
heats up way too fast.The chain gun is used only as a last resort or you can
just swith to large rockets or missles because of the 10% extra ammo.

Overall: 41, 717
Grade: Excellent.
----------









 
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