Darvis
Posts : 1399 Join date : 2012-11-24
| Subject: Collared Weapons Database Sat Apr 13, 2013 2:57 pm | |
| A calm female AI voice speaks, " Accessing Collared Weaponry Database..." A list appears. Selecting each option reveals more about a class of weapon. Accessing Ballistics Weaponry Database...- Spoiler:
Rifles- Spoiler:
Rifles are semi-automatic, mid range arm weapons. They range from medium to high power. Must be reloaded. Good all-around weapons. Sub-Machine Guns- Spoiler:
Sub-Machine Guns are fully automatic, rapid fire weapons, designed for rapid, close range combat. They are arm weapons. Acquisition of targets is quick due to the light design of the weapons. Must be reloaded. Exceptional in close range, easily outperformed in mid range combat, but acceptable for use at such ranges. Gatling Guns, Chain Guns, and Gatling Cannons- Spoiler:
Gatling Guns, Chain Guns, and Gatling Cannons are all high power, high capacity, rapid firing weapons. Gatling Guns are arm weapons. Gatling Cannons and Chain Guns are shoulder weapons. Chain Guns fire multiple shots at once. Due to heavy design of weaponry, they are most suitable for mid range combat, as acquisition of targets may be a bit slow. Does not have to be reloaded. Deals ballistics damage. Sniper Rifles and Sniper Cannons- Spoiler:
Sniper Rifles are arm weapons. Sniper Cannons are back weapons. Both are high power, low to medium capacity, low fire rate, and extremely long range weapons. Sniper Cannons are heavier, but outclass Sniper Rifles, as is the case with most back weapons. Not suitable for close range combat, but may be used in mid range combat with a little difficulty. Grenade Launchers, Hand Rockets, and Missile Launchers- Spoiler:
Grenade Launchers can either be arm weapons or back weapons. Hand Rockets are arm weapons only. Missile Launchers are back weapons only. All are high power, medium to high capacity, and mid-to-long range weapons. Missile Launchers may fire homing or non-homing missiles. Generally, non-homing missiles are more powerful. Also, larger missiles are more powerful. Missiles may either climb vertically before homing, move to strike a target's flanks, or head straight for a target. Large Missile Launchers may come in a Kojima variety (See Kojima Rifles, Kojima Pistols, and Kojima Cannons in the Laser Energy Weapons Database for more information on Kojima weaponry). Rail Guns and Rail Cannons- Spoiler:
Rail Guns are medium power arm weapons that are effective at all ranges. Rail Cannons are the same as Rail Guns, but are back weapons. Both varieties have a moderate fire rate, making them very effective general purpose weapons. They do not require reloading.
Ballistics Pistols- Spoiler:
Ballistics pistols are low to medium power, medium range arm weapons. They may be placed in a hangar. They are great backup weapons, though they must be reloaded and don't carry very much extra ammunition.
Accessing Energy Weapons Database...- Spoiler:
Laser Rifles, Laser Cannons, Laser Pistols and Hi-Laser Cannons- Spoiler:
Laser Rifles are arm weapons only. Laser Cannons and Hi-Laser Cannons are back weapons only. Laser Rifles and Laser Cannons are mid-to-high damage, mid-to-high capacity, mid fire rate weapons. Laser Pistols are mid-range arm weapons that may be stored in an Armored Core's hangar, with medium damage and fire rate, and moderate capacity. Hi-Laser Cannons are very high damage, low-to-mid fire rate, low capacity weapons. All are suited for mid range combat. Hi-Laser Cannons may be used at long range with some difficulty. Some of these weapons leave an ECM effect behind that render missiles unable to track targets and effectively disables enemy radar. Kojima Rifles, Kojima Pistols and Kojima Cannons- Spoiler:
Kojima Rifles and Pistols are arm weapons only. Kojima Cannons are back weapons only. Kojima Pistols may be stored in an Armored Core's hangars. All are extremely high power, low capacity, low fire rate weapons that must be charged before firing. They are very heavy. All Kojima weapons leave Kojima particles behind which damage an Armored Core's shields, or Primal Armor. Assault Armor- Spoiler:
An extremely powerful close range attack capable of disabling more fragile Armored Cores in a single blast. This gathers an Armored Core's shields and packs it densely together, creating a visible sphere, before releasing it all in a violent blast of Kojima particles (See Kojima Rifles, Kojima Pistols, and Kojima Cannons for effects). This is a very close range attack and leaves an Armored Core without shields for a short-to-mid length amount of time depending on Primal Armor Rectification, or Recovery Rate. There is currently experimental technology that enables this technology to be used at range. In order for Assault Armor to be usable, an Armored Core's Overed Booster must support it. Power and range may vary depending on the Overed Booster used. Accessing Arm Weapons Database...- Spoiler:
Arm weapons are highly maneuverable, generally lighter weapons designed for general combat. They range from high power bazookas and rockets to low power, rapid-fire sub-machine guns. See the Ballistics and Energy Weapons Databases for information on which weapon types are Arm Weapons.
Accessing Back Weapons Database...- Spoiler:
Back weapons are weapons mounted on the back of an Armored Core unit that generally have high power, heavy weight, and are usually designed for those times where massive firepower is needed. They include deadly gatling cannons and chain guns, homing rockets of various sizes, and even extra boosters and radar for increased maneuverability and combat awareness. See the Ballistics and Energy Weapons Databases for information on which weapon types are Back Weapons.
Accessing Shoulder Weapons Database...- Spoiler:
Shoulder weapons are extra weapons that are generally meant for utility usage. ACS Shoulder Rockets- Spoiler:
Only one model currently exists; these fire four total homing rockets per use (two per shoulder). It's main weakness is its tendency to hit low hills because of a low starting point. Useful for aerial combat. Buckshot- Spoiler:
In essence, a shoulder-mounted shotgun. Takes about 1.5 seconds to deploy, limiting its ability in high-speed close quarters combat. Radar- Spoiler:
Radar increases the radar range and functionality of a NEXT, increasing combat awareness. Flares- Spoiler:
Shoulder-mounted flares are effective against redirecting missiles. Different models fire flares in different directions, which are effective against different types of missiles. ECM Makers- Spoiler:
ECM Makers launch nodes that cause an ECM effect, rendering missiles unable to track and causing an enemy NEXT's radar to be unusable. Extra Boosters- Spoiler:
Shoulder boosters increase the Quick Boost capability of a NEXT. They may be installed for boosts to one of three Quick Boost options: Front, Back, or Side. Primal Armor Rectifiers- Spoiler:
Primal Armor (PA) Rectifiers may be added to the shoulders of a NEXT to increase the recovery speed of a NEXT's Primal Armor. This leads to a higher overall defense rating, and faster recovery from usage of Assault Armor.
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