_____ _____ /| / \ / \ / | / \ / \ / | / \ / | / | | | / | | / /_____| | / / | \ / / / | \ / / / | \_____/ /________ - Armored Core 2 Core Designs Version 0.4 Armored Core 2 is copyright Software, Agetec, and Sony Entertainment of America - As of Version 0.4 I am not excepting any more Core designs until the American version of AC2:AA comes out. - 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. - 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 --------- "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. ------------ "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 ------------- 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. ------------- 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. --------------- 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! ----------- 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. ------------ 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. ---------- 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. --------- 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. ---------- 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. ----------