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I chose her in CB2JP and she followed me here How can I build my stalker? And how is she in the current meta? The 2 new Misunagi girls just feel "average" for me. Do her weapons need any tune besides force for more damage? Should I get Moving Burst?
Here is what I have atm, 30 capa left for additional tunes/accele roll. Btw, should I stop at 31 FLY to get more hp?
Spoiler:
[Robot Name] Fiona
[Parts] BD: Fiona BD : Rifle Bit(default) LG: Fiona LG [EX High Boost Beta] [EX High Tech] [EX High Tech] HD: Fiona HD HDAC: +1 tec +1 fly [EX High Tech Alpha] FCAC: +1 tec +1 fly [EX High Tech Alpha] BS: Chloe BS [EX High Boost Beta] [EX High Tech] [Eagle] AM: Fiona AM WP: Composite Railgun [Force] AM: Fiona AM2 WP: Dancing Maracas [EX High Boost Beta] WP: Fiona Slot [Eagle] [Boost] [Boost] WP: Fiona Slot [EX High Tech Alpha] [Boost] [Boost] WP: Fiona Slot [EX High Tech Alpha] [Boost] [Boost] WP: Magnegun [Force]
Lecture time? lecture time. -Why are you carting MB with only two weapons? (see below why this is a bad idea)
-if you're not planning on utilizing any specific wonderbit, dunk str if it means you'll have an easier time tuning.
-broad radar suggested. Right now, you can't see targets before they can see you. Modern airs reach up to 400 range, pretty much anybody can shut you down hard with armada AM2 if they know you're on a railgun *and* the fact they can easily outrange you. You don't have a cat's chance in hell if you run around with a untuned railgun blindly onto the battlefield.
-0.59 range/speed ratio railgun looks okay at a glance, but you may want to raise the specs significantly to deal with modern airs *without* raising the speed ratio, and lowering it further if possible.
-h/grapid alpha(s) on the psygun assuming you actually have capacity left. while 220 speed is "technically enough" for psyguns, their accuracy scales dramatically the closer you get to the enemy. They won't hit things at 300 range, I promise you. However, they *will* be reliable at < 200 range, so you may as well raise speed (hence accuracy within it's functional range) while lowering the lockon range (which penalizes you nothing in reality). This is clearly meant for self-defense when airs intend to close in on you.
This is also the reason for calling you out for MB'ing a railgun with a psygun. A weapon with a chargeup paired with a weapon that does not function reliably beyond 250 range is inadvisable.
earthbound Newbie
Posts : 27 Join date : 2015-03-15
Subject: Re: Fiona build Sat May 09, 2015 10:05 am
Thanks for the lecture mate. I have so many things to learn.
Here are my next attempts.
Fiona v2:
[Robot Name] Fiona
[Parts] BD: Fiona BD : Rifle Bit(default) LG: Fiona LG [EX High Tech Alpha] [Ranger] [Tech] HD: Fiona HD HDAC: +1 tec +1 fly [EX High Boost Beta] FCAC: +1 tec +1 fly [EX High Boost Beta] BS: Chloe BS [EX High Boost Beta] [Tech] [Tech] AM: Fiona AM WP: Composite Railgun [Force] [Great Rapid Beta] [Tech] AM: Fiona AM2 WP: Dancing Maracas [EX High Boost Beta] [EX High Boost Beta] [EX High Boost Beta] WP: Fiona Slot [EX High Boost Beta] [Tech] [Tech] WP: Fiona Slot [EX High Tech Alpha] [Ranger] WP: Fiona Slot [EX High Tech Alpha] WP: Magnegun [Force] [High Rapid Alpha]
the general thought is that "31 fly is the minimum you can get away with on artillery." It sort of became the standard because people started valuing tec more (which is what suguri's guide was talking about.)
Why 31? Because it's above 28, is the main thing. It's the breakpoint after hops max out, allowing for hopping around, and the distance covered by 31fly accel roll is generally enough to put a decent gap between you and melees(the main threat.)
Why not go 38 fly? The idea here is that the only things getting 38fly normally are airs. In the mindset of "defensive artillery", you want to make the airs fuck off. So if they fly at you, and you fly at them, you close the gap and shoot them and they realize they cannot win a trade and they fuck off. 38 fly would allow you to keep pace with them when they fly away, but...you don't have the same boost bar so it's not like you can really chase them even if you are as fast as them. That's the only benefit from getting 38 fly, so that's all you can do with it.
38 fly on something like diana allows her to keep pace with airs as she alphas with long moving burst, getting the maximum amount of damage before they outlast her boost bar. for others it is more of a question of "why...?" since you either stun them out of the air and don't need 38 fly, or don't stun them out of the air and they get away.
that's the only thing going to max fly does.
this is "practicality."
the thing is most artillery should be able to 40/31 anyway (https://i.imgur.com/ySnGnP0.png) so sacrifices aren't really being made here to begin with.
So should I stop at 31 fly?
Aethereal Regular Poster
Posts : 296 Join date : 2011-03-11
Subject: Re: Fiona build Sat May 09, 2015 11:00 am
38 fly, please.
If anything, I'd cart on Accel Roll as well.
The "31 fly is enough" thing was written very long ago. While I would not outright contradict it, it is an old fashioned way of thinking.
The biggest difference since Then and Now is that modern airs can and will win the damage race against arts, (in general) and you in this case as well, provided they position themselves outside the effective range of your psyguns.
So, it's not them that need to "fuck off", it's *you*, because in a common engagement against airs at approx 370 range, there will be 3 possible outcomes:
1) enemy air gets the hit on you, you auto-lose the damage race if armada AM2 present and unit beyond 250 range. (you need your fly to get you the hell out of there, if the guy is already in combat range before you and moves faster than you can retreat OR advance, you're 100% screwed) 2) you shoot them and hit them, enemy unit either dies or immediately recovers and escapes; if counterattack, see 1 3) you close in with your 38 fly+accel roll so the enemy is within 2/3 radar range and < 2 bezels in altitude and fuck him up with your psyguns, so he MUST break off the engagement or risk running out of boost in hostile territory. (same thing, both of you have 38 fly, but you have to be faster than them with an accel roll thrown into the mix)
Psyguns are among the only weapons that are completely immune to Bad Homing that armada AM2 inflicts, and your best bet of survival. But to utilize the psyguns in any case, you have to actually be fast enough to close in on them, and once they get hit with the waste booster debuff, your boost bar > his, so take every advantage you can get.
As for railgun specs, that's really up to you as a player. They look fine to me right now.
Lastly, get another person to review your final build. I may have missed things; others may offer additional insight.
earthbound Newbie
Posts : 27 Join date : 2015-03-15
Subject: Re: Fiona build Sat May 09, 2015 8:11 pm
Thank you again for your comprehensive post
It seems her railgun is doing okay without any tuning atm for me too. Should I just stop with 1 force tune for damage or nothing at all to focus on tuning the psygun and fit in accele roll?
nebel Newbie
Posts : 53 Join date : 2015-02-16
Subject: Re: Fiona build Sun May 10, 2015 2:14 am
This girl reminds me of old school Lily Rain using rail gun (speaking of old times and arts, I remember there was a pretty funny guy using fat arts back in the days, is he still playing?).
Here is what I would do with mine, please review it. The rail gun is fine by itself imo so I go for force for a bit more damage. The handheld is pretuned and I aim for ease of tuning so it may not be the most efficient build. You can change things a bit to get 1 str for WB if you want.
Spoiler:
[Robot Name] Fiona
[Parts] BD: Fiona BD : Rifle Bit(default) LG: Fiona LG [EX High Boost Beta] HD: Fiona HD HDAC: +1 tec +1 fly [EX High Boost Beta] FCAC: +1 tec +1 fly [EX High Tech Alpha] BS: Chloe BS [EX High Boost Beta] [EX High Boost Beta] [EX High Boost Beta] AM: Fiona AM WP: Composite Railgun [Force] AM: Fiona AM2 WP: Throwing Lios [EX High Tech Alpha] [EX High Boost Alpha] [EX High Boost Beta] WP: Fiona Slot [EX High Tech Alpha] [Tech] [Tech] WP: Fiona Slot [Tech] [Tech] [Tech] WP: Fiona Slot [Tech] [Tech] [Tech] WP: Magnegun [Force] [High Rapid Alpha] [High Rapid Alpha]
Thanks guys. I'm pretty much settled with carts and stats now. The only thing that's still bugging me is how to tune the railgun. I kinda suck when shooting with it although I do fine with Aqua Parasol D:
I'm thinking about a combination of High/Great Force/Rapid and High Shooter. Or should I just get good at aiming and do force tunes all the way?
YukiZero Regular Poster
Posts : 342 Join date : 2014-11-08 Location : Turkey
Subject: Re: Fiona build Mon May 11, 2015 10:02 am
ugggh high shooters if you cant hit with it just go grb grb +force
lReisenl Regular Poster
Posts : 130 Join date : 2011-10-29 Age : 29
Subject: Re: Fiona build Mon May 11, 2015 10:23 am
Double GRB gives 741 speed to 340 range, but even then I still have to lead my shots. :l
Guess I gotta gitgud.
YukiZero Regular Poster
Posts : 342 Join date : 2014-11-08 Location : Turkey
Subject: Re: Fiona build Mon May 11, 2015 11:04 am
LOL whats her org. speed
earthbound Newbie
Posts : 27 Join date : 2015-03-15
Subject: Re: Fiona build Tue May 12, 2015 4:23 am
570.
Is force + force + Great/High Rapid Beta a good idea? I think double Great Rapid Beta is too much.
Nilla Adept Poster
Posts : 828 Join date : 2011-03-13 Age : 34
Subject: Re: Fiona build Tue May 12, 2015 10:06 am
There's many things you can do with the railgun. Any force/speed/shooter tunes are fine. You just gotta play with the wep till you find what works for you.
Relict? [Moderator]
Posts : 5786 Join date : 2011-02-08 Age : 31 Location : San Diego
Subject: Re: Fiona build Tue May 12, 2015 10:31 am
With Boost Drive's Augmented Thrusters carts, I feel that Float Dash is unneeded (same with Short Boost) for fly based ARTs. The boost consumption is too efficient, basically. Well, I'll upload some video demonstrating this later, I guess.
Nilla Adept Poster
Posts : 828 Join date : 2011-03-13 Age : 34
Subject: Re: Fiona build Tue May 12, 2015 10:44 am
Idk about you, but I use float dash to get the fuck away from melees
Relict? [Moderator]
Posts : 5786 Join date : 2011-02-08 Age : 31 Location : San Diego
Subject: Re: Fiona build Tue May 12, 2015 10:52 am
That's exactly what I do as Natscha against an Ivis in the clip I was planning to upload. Will have to wait because I left my laptop at home and my final final is coming up in two hours.
Edit: actually, I'll just finish this chapter I'm cramming and then head home to upload it, I guess. This is more important than studying for some final I have a decent chance of passing huehuehuhujikunhuhuh
Edit: edit: never mind I deleted the video footage. Guess I'll try to record. But yeah FD is inefficient on boost consumption for arts. Same with Short Boost.
Halexander Regular Poster
Posts : 410 Join date : 2012-02-29
Subject: Re: Fiona build Tue May 12, 2015 12:01 pm
I Thought someone said fall charge helps short boost a lot. Never tried it myself tho
Shidokun Denied Abbey
Posts : 994 Join date : 2015-04-06 Location : The land of Nether
Subject: Re: Fiona build Tue May 12, 2015 3:05 pm
Halexander wrote:
I Thought someone said fall charge helps short boost a lot. Never tried it myself tho
Fall charge does not work with short boost. However it does work if you are manually pressing spacebar when you reached the highest altitude of your short boost but what is the point of doing that?
Halexander Regular Poster
Posts : 410 Join date : 2012-02-29
Subject: Re: Fiona build Tue May 12, 2015 3:51 pm
to fly/roll away from melee, I guess.
Astral_Dono 野獣先輩
Posts : 7875 Join date : 2011-06-10 Age : 30 Location : Mars
Subject: Re: Fiona build Tue May 12, 2015 10:07 pm
Shidokun wrote:
Fall charge does not work with short boost.
Except it does.
Shidokun Denied Abbey
Posts : 994 Join date : 2015-04-06 Location : The land of Nether
Subject: Re: Fiona build Wed May 13, 2015 5:05 am
Astral_Dono wrote:
Shidokun wrote:
Fall charge does not work with short boost.
Except it does.
O shet, seems I got confused with float dash - w-. Srry for the wrong information.
Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
Subject: Re: Fiona build Wed May 13, 2015 5:23 am
Relict? wrote:
With Boost Drive's Augmented Thrusters carts, I feel that Float Dash is unneeded (same with Short Boost) for fly based ARTs. The boost consumption is too efficient, basically. Well, I'll upload some video demonstrating this later, I guess.
it's not about boost consumption. Float dash, with high enough combined stats, is faster burst movement than regular flight. For long distance traveling, it's better to fly normally, but for quick short movement, 5_38 float dash is faster than 38fly.
Relict? [Moderator]
Posts : 5786 Join date : 2011-02-08 Age : 31 Location : San Diego