Thursday, March 3, 2011

Armored Core vice attribute functional and practical articles (b) PK

 Many friends feel that there is no PK machine war fighting high-tech
is the boss, basically three shots at the core of an egg, let alone Vice
properties What role can bring

is not the case for a three-gun egg is described as fighting more than 50 points the gap between
If fighting words in less than 50 sub-property of the core functions
can play a decisive role in the outcome of the PK game or Fleet
war
Fleet War in particular can not be used when the
group of offensive skill becomes how much blood the key to victory
so first you have to use special skills to increase blood:
175 No. auxiliary program: equipment, obtained after special skills Select + HP, the maximum at +50%)
260 No. auxiliary program: equipment, special skills acquired after s minutes (one of the most practical skills, the role of war in the fleet is particularly evident, of course, is to select + HP, the maximum at +50%)
261 No. auxiliary program: access to special skills and equipment after the , the use of the whole map after the fleet [n] HP% s%% continued to [u]% s minute (one of the most practical skills, the role of war in the fleet is particularly evident, of course, is to choose the + HP, max +50%)
262 No. auxiliary program: equipment, special skills acquired after Fleet particularly evident in the role of war, of course, is to choose the + HP, the maximum at +50%)
263 No. auxiliary program: access to special skills and equipment after the % s%% continued to [u]% s minute (one of the most practical skills, the role of war in the fleet is particularly evident, of course, is to select the + HP, the maximum at +50%)
After the blood is to add additional damage and No injuries
172 by auxiliary programs: special skills and equipment acquired after positive or negative, the maximum in the + / -30%, usually selected positive)
174 No. auxiliary program: equipment, special skills acquired after % s%% attack damage sustained [u]% s minutes (more practical, positive or negative values, the maximum in the + / -30%, usually selected negative)
264 No. auxiliary program: equipped for special skills ; attack wave, value)
265 No. auxiliary program: equipment, special skills acquired after values are positive and negative, and the maximum in the + / -30%, usually selected positive)
266 No. auxiliary program: access to special skills and equipment after the % s%% attack damage sustained [u]% s minutes (more practical, positive or negative values, the maximum in the + / -30%, usually selected positive)
267 No. auxiliary program: equipped for special skills ; clan sword Select positive)
268 No. auxiliary program: special skills and equipment acquired after , values are positive and negative, and the maximum in the + / -30%, usually selected positive)
269 No. auxiliary program: equipment, special skills acquired after Members of the attack sustained damage% s%% [u]% s minutes (more practical, positive or negative values, the maximum in the + / -30%, usually selected negative)
270 No. auxiliary programs: special equipment, obtained after skills the general choice of negative)
271 No. auxiliary program: access to special skills and equipment after the minutes (more practical, positive or negative values, the maximum in the + / -30%, usually selected negative)
272 No. auxiliary program: access to special skills and equipment after the high [n]% s temperature resistant continuous [u]% s minutes (more practical, positive or negative values, the maximum in the + / -30%, usually selected negative)
game is currently set in various fields five different, the war may only be placed high 2-3 of them, you can take another two kinds of opportunities, if the five kinds of war have a high put, war is no way you lower the up ?
This requires additional sub-properties program directly to improve the capacity of all aspects:
106 No. auxiliary program: the body attacks by melee class, the damage% s%% (damage value plus or minus, of course, this feature is negative as possible, the maximum should be less than -10%)
107 No. auxiliary program: class war by far the body attack, the damage% s%% (damage value plus or minus, of course, this function is negative better, the maximum should be less than -10%)
108 No. auxiliary program: the body of the melee class attack% s%% (damage value plus or minus, of course, this function is positive as possible, the maximum should be within +10%)
109 No. auxiliary program: class war on the body of the attack% s%% (positive or negative damage values, this function is the better of course, the maximum should be 10% or less)
156 No. auxiliary program: teaching the body damage% s%% (very practical, positive or negative values to +10% for the best)
157 No. auxiliary program: the medium body damage% s%% ( very practical, positive or negative values to +10% for the best)
159 No. auxiliary program: damage to life and the body% s%% (very practical, positive or negative value to +10% for the best) < br> 160 No auxiliary procedures: body damage on the mechanical module% s%% (very practical, positive or negative value to +10% for the best)
161 No. auxiliary program: the body against heat damage% s%% ( very practical, positive or negative values to +10% for the best)
162 No. auxiliary program: the frozen body against damage% s%% (very practical, positive or negative value to +10% for the best) < br> 225 number assistance programs: by teaching the body damage% s%% (more practical, positive or negative values to -10% for the best)
226 No. auxiliary programs: by medium body damage% s%% (compared practical, positive or negative value to -10% for the best)
228 No. auxiliary programs: by living organisms damage% s%% (more practical, positive or negative values to -10% for the best)
229 secondary procedures: body damage by machinery space% s%% (more practical, positive or negative values to -10% for the best)
230 No. auxiliary program: the body by high temperature damage% s%% ( more practical, positive or negative values to -10% for the best)
231 No. auxiliary program: frozen physical damage by the anti-% s%% (more practical, positive or negative values to -10% for the best)
352 No. auxiliary program: equipment Swords to attack the enemy% s%% extra damage (very practical and obvious effect)
353 No. auxiliary program: equipment epee attack the other% s%% extra damage (very practical effect is obvious)
354 No. auxiliary program: equipment hammer attack the other% s%% extra damage (very practical and obvious effect)
355 No. auxiliary program: equipment to attack the enemy single-handedly% s%% additional damage (very practical and obvious effect)
356 No. auxiliary program: armed with a spear to attack the enemy% s%% extra damage (very practical and obvious effect)
357 No. auxiliary program: equipment, extra freezer% gun attack each other s%% damage (very practical and obvious effect)
358 No. auxiliary program: equipment, rifles to attack the enemy% s%% extra damage (very practical and obvious effect)
359 No. auxiliary program: equipment shotgun attack the other% s%% additional damage (very practical and obvious effect)
360 No. auxiliary program: equipment, gun fire to attack the enemy% s%% extra damage (very practical and obvious effect)
but these are difficult to make up combat the disadvantages caused by that much difference
this time with the people you need with the general war are the first high-stronger body, as long as the body to basically kill the first one can be solved out. what skills with others? that is the most powerful war machine vice property features:
153 No. auxiliary program: equipment, special skills acquired after ]% s%%. by the protection of the target by the nuclear [n] remaining after the heart attack skills will not be lower than the current body HP HP gross 30%%, [n] if the combat effectiveness of combat below the target of 50 %% or target current HP when hit by the lack of [n] HP%, 30% of the total value, then only make the target HP-1. (the most useful skill, low-warfare battle to kill the necessary high success rate of the basic 100% black purple red name players were essential, because when you PK with others only when the last body, blew death will not go to jail directly, equipment durability unchanged, there will be no drop items, another body after hanging protect the body time to have protected time after the resurrection, one you turn to the other place)
Although you can use the other two are born with restraint, but with little effect.
207 No. auxiliary program: to make the enemy blew by HP core functionality required to improve the combat effectiveness of [u]% s%% (PK necessary skills, anti blew, and the maximum of 100 or less, but the effect is not obvious)
224 No. auxiliary program: to reduce the [u]% s-level blew the core of the enemy by fighting skill level (this feature is not obvious, because the function is basically blew now 100% success)
there is proactive and automatic defense function:
146 No. auxiliary program: destroy opponents, the rival to increase the waiting time Resurrection [u]% s seconds (very practical, Fleet necessary war and PK game, the fleet can be extended each other's resurrection of war time, PK more than 20 seconds after the game will be automatically cleared from the field)
115 No. auxiliary program: energy shield field magnetic response% s / S (This feature is currently out of most of them are negative, very few are, in fact, this feature can not spy on the role of PK and energy shield PK is the key to victory)
105 No. auxiliary program: equipment, obtained after [u]% s-level special skills and repair (this feature wartime fleet in the PK competition and useful, can resurrect others)
110 No. auxiliary program: every 5 seconds to restore the body HP [u]% s (automatic back up of blood per second about 1000, the most practical one of the skills)
143 No. auxiliary programs: death, while a [u]% s%% less likely to rival the body [u]% sHP (practical general, the effect reflects the obvious)
148 Auxiliary No. Procedure: after the hidden fleet equipment name (other than friendly) (commonly used, can be very good to hide their)
149 No. auxiliary program: automatic counter opponents, causing damage [u]% s (ask for the body current hp high [ ,],[, leaving you flash name, the match will be too weak to kill you, you will continue to increase PK value)
150 No. auxiliary program: to reduce the maximum HP with the HP screen, the player the amount of [u]% s%% ( more practical, in the fleet warfare and PK game, jump into the other camp, put this skill quickly decreasing blood)
151 No. auxiliary program: under attack from within one screen, players who draw [u] % s * 2 blood values [n] (a vampire target ceiling of 10% of the total blood volume, the target blood values dropped to 50% [n] can not suck blood after, skills cooling time is 60 seconds) (practical in general, the cooling time is too long)
165 No. auxiliary program: the host body by the injury assessed by a floating gun [u]% s%% (more practical, less than 30% maximum)
166 No. auxiliary programs: special equipment, obtained after skills ; repair block use, but equipped with the core skills that can automatically back to the blood to return to the blood)
180 No. auxiliary program: equipment, special skills acquired after general, dominant in the PK of the enemy more time with, mainly because they can not use)
181 No secondary procedure: the duration of the regional recovery against EN [u]% s minutes (practical general, in the PK of dominant, the enemy more time with, mainly because they can not use)
182 No. auxiliary program: equipment, special skills acquired after (practical general, dominant in the PK in the enemy more time with, mainly because they can not use)
183 No. auxiliary program: equipment, special skills acquired after [n] field effect% s second (practical general, dominant in the PK of the enemy more time with, mainly because they can not use)
184 No. auxiliary procedures: effect of prohibiting the field map% s seconds Teleport (practical general, dominant in the PK in the enemy more time with, mainly because they can not use) 87 = 187 auxiliary program: No Jumping full within the region continued to [u]% s minutes (practical general , dominant in the PK of the enemy more time with, mainly because they can not use)
332 No. auxiliary program: PK death race, 50%% chance of resurrection back field (more practical, especially in the PK when the war games and fleet)
above represent only my personal opinion, hope you can put forward their views and opinions!

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