#Armored Core General!
1 messages · Page 23 of 1
Mhm, fair enough,
Since different boosters have different QB costs
And different cores have different QB cost adjustment
I really do hope we get more parts to play with-
tho,
DLC can only go so far, can it?
As in like- if we're waiting for more part categories, that might pretty much need a whole new game or-?
Maybe i was right about my idea that the Aorta is hot garbage
I know a modder whos doing a full campaign overhaul
With added weapons
And 100 new arena combatants
Most of which are player submitted
Joso on pale painter is actually usable, mostly due to HAL core
but the NGI?
mmmmm
I wish I could use it zxm,mcnb
NGI is good
The extremely high capacity and output, coupled with a higher instant regen% (which means it recharges faster than aorta) make it very usable
I get the feeling I overestimate the value of regular boost speed in terms of throwing off AC6's targeting. Being able to spam long QBs with 12345 gets you out of trouble when it matters.
Hmmm, fair enough reading
jumps?
higher boost might make that a bit more maneuverable Iunno,
Jumps are definitiely a huge factor, easily wrecks odds of hitting, especially at very high/low angles.
Regular boost speed doesnt have anything to do with QBs though
reread their comment :3
basically high boost speed, good jumps, options when you can't QB just yet or to space out QB use, Iunno lmao, I tried to use more jumps before I think
Ended up going back to Arquebus Quad legs after experimenting with heavy tank/biped setups, It's like Human PLUS at the cost of (wonky) bunnyhopping.
Using a Bazooka/GL instead of Rifle as a poking option is the good stuff.
Found this hiding in ACV as map m0400
There is concept art of this area in the FACT art book. This is a google translation of the description on that page:
"A mysterious facility where only video materials have been discovered. It appears to be an underground facility with a vast area and built quite deep. Since the machines visible inside th...
Apparently ACV had an entire underground facility level that was cut
oh that's a shame
I wish ACV were this vibrant
colorful isn't the right word since this is mostly black, but the glossy black geometry adds a very different character to mostly gray concrete and brown ground
tight squeeze for any other gen's ACs mznccb
ive gone and tested your build with joso and aorta just as a thought experiment
in practice, their redline -> full times are actually pretty equivalent
but joso is more flexible, if you dont redline it and manage your (miniscule) amount of EN well, pale painter ruber is a lot more mobile
whereas with aorta you have to redline it or else
and that leads to predictable lulls in the combat loop that an opponent can exploit
@surreal tundra just thought id ping you with my conclusion haha
makes sense
Do you mind if i make some suggestions on how to make ruber more efficient?
go for it
These wont change any weapon loadouts or playstyles for the most part
- Swap FCS to occelus. Occelus is lighter and more EN efficient than WLT FCS, and matches the etsujins effective range better. Since the 4 cell missiles reload so quickly and occelus doesnt have too shabby of a missile lock stat, there wont be a noticable difference in missile output
- Swap generator to san-tai. San-tai not only has a higher capacity than NGI, not needing to redline it gives you a lot more options for mobility, especially since RJ grounded QBs are your best way to change velocity and direction quickly. Of course, NGI still works if you want to keep the coral theme but you run into the issue of predictability i mentioned earlier
- Swap out the mind alpha arms. They have good recoil control, but at etsujin effective range your bursts wont have that much deviation, and the occelus FCS' high close range tracking will compensate. Mind alpha arms are also really heavy, and bring ruber over the midweight threshold into heavyweight territory (80k+ weight). The issue is, you still have midweight level defences and AP. So, id suggest swapping to melander c3 arms. C3 arms have a very good firearm specialisation and are pretty light while retaining good EN defenses, and in PVP competitive are the arms of choice to carry dual etsus
- NGI is very good at QBs and fits well with RJ legs, but the main issue is that NGI QB reload syncs with RJ grounded QB airtime. That means if you commit to a QB, you are stuck moving in that direction until you land on the ground (or AB). Since C3 arms return you to midweight territory, why not swap out the booster as well? Fluegel is probably the best booster for midweights, it has a faster QB reload than NGI, has decent QB speeds and vertical boost stats, and has a good AB.
- Optional, but id swap out the head for something with slightly higher attitude stability (verril, VP44D, or Kasuar). Having 1609 stability is pretty good, but id say the higher the better. Of course, if you want to keep c3 head for the aesthetics, thats completely fine
head is definitely non-negotiable
Pale Painter uses the normal version so it's a signifier of succession
But yeah, those are my suggestions
got it setup, gonna give it a try
yeah that seems to work a treat
not having lulls with the gen is pretty sweet
i'll keep blueprints for both versions
With aorta, due to the redline time, i was forced to be more aggressive to spend EN and also dodge with RJ jumps more often
Mhm
With joso, it took slightly longer to kill nightfall because i played slightly more passively to manage my EN, but i was able to be a lot more mobile on average
San-tai was very comfy to use
So the two generators are still the absolute worst in the game, its just a matter of what you care about more
Paired with fluegel i had a lot of qb to work with that regens fast
I could do a lot of like, quick dodging without worrying about my EN
San tai on HAL core with that loadout gives you a very hefty 8k en supply
Which i couldn't with the coral gen
Being able to drop like 3-4 qb's at a moments notice without worrying about my en supply is hella nice
NGI is reeeally EN hungry
Yeah
Means i can do kicks more often too which is really useful
Thanks for the advice
Improvements are good, especially when they don't clash with aesthetic
Hopefully C3 arms dont mess with the aesthetic too much
Nah they're fine
I understand the need to choose parts that look good so i mainly focused on the internals
Mhm
I did play around with changing the missiles to 6 cells, but it increased the weight back up to 80k so
The arms were definitely the best pick for improvement
Small missiles good
I like them cause they weigh nothing and recharge fast
I thought 75k was the important speed threshold, not 80k
Its 80k now iirc
But 80k is also when you can start getting more and more stat dense
80k is getting into heavy biped/quad leg/tank leg territory
mm mm, yeah that's fair, is it tougher on the NGI or like- iunno, does the NGI give a little more flexibility/less predictability?
the kicking is always so glorious lmao,
NGI still has the redline downtime, but the 4.4k capacity really increases the amount of maneuvering you can do before that
The redline also feels different from aorta
NGI instantly recharges 3/4 of the EN bar
While aorta instant recharge is only 2/3
Mm mm,
yeah, that 3/4ths feels so significant, especially with a higher EN cap already anyways
Thanks for the feedback by the way
I really like making stuff iteratively and having discussions about improvements and such so this was rly nice
actually- how long does it take for the EN to recharge between either coral gen, grounded and after a QB or something, cuz that'd probably be one of the only ways to really mess around the mag-dump QBing/EN-use to be any less predictable or something
iirc the coral gens take something like 3-4 seconds to start recharging
yeah it’s a while
I love laser lance
Honestly i noted the 80k thing in that message moreso because one of my improvement suggestions was to change out the arms to decrease weight (and increase firearm spec), and swapping the missiles essentially reversed that suggestion
So in the name of consistency, i decided not to
lol
*small detail: the 4-shot regular missiles fire all-at-once, 6-shot regular fire 2-2-2, and 10-shot regular fire a stream of missiles.
The longer the salvo, the longer the downtime but also a higher likelihood of tagging an opponent with a missile
I need it
Oh hell yes
Box art technically has the model number wrong, though. Michigan uses an 033M Verril. It's a Melander variant that serves as the stock Heavy Tetrapod. Otherwise, agree, Michigan is best Redgun.

Oh, Lamm Head + Wrecker Core looks very cool
Beefy
it really gives off a sick terminator vibe
I could never bring myself to use any of the lightweight heads, personally. Even when the lightest head in the game was the TIAN-QIANG. The stats just usually end up being so... bad imo. Then again, I like my ACs to be at least decently tanky, so maybe that's a style preference.
the tian qiang head is usually the 'oh crap I optimised everything else too hard' head which I just find funny
I think the Lamm head is basically always a fashion option
yeah lamm has obscene en load for what it offers
which isn't much
lightweight has sick head options though
alba and nachtreiher are awesome for fashion
Tian Qiang canonically being the "oops I sank all my points into my other body parts" option is utterly hilarious
it's literally the dril candles tweet in a head
What's the ideal range of the minigun? been trying to use it and i feel like i'm plinking them with peas
weirdly close; its projectile velocity isn't bad at all (being on par with the ransetsu-rf, a weapon with significantly better range) but its ideal range is around 130m
kind of a brawling weapon
source: https://docs.google.com/spreadsheets/d/1Iill6MrDRl6e_TTc0T2PYzNhAJ6mMHiB9QMv8yCbH_A/edit#gid=1680820083 weapon parameter spreadsheet from somewhere on reddit, but it's for patch 1.02 so some stuff may be out of date
Analysis 1.02
paramdexName,atkId_Bullet,sfxId_Bullet,sfxId_Hit,sfxId_Flick,life,distance,shootInterval,gravityInRange,gravityOutRange,homingStopRange,initVelocity,accelInRange,accelOutRange,maxVelocity,minVelocity,accelTime,homingBeginDist,hitRadius,hitRadiusMax
WUERGER/66E,11500100,6102118,,,0....
Minigun fights around SMG ranges, I've mostly seen it used in x2 configs because x1 is underwhelming.
(4-panel Pulse Gun is the Energy weapon equivalent, but min/maxed for damage output. Works fine/better in x1 because of the sheer recoil.)
literally or figuratively
Use dual flamethrowers and dual back missiles of choice
The enemies in that mission are weak to explosives
And flamethrowers count as explosive damage
Explosive weapons in general help a ton, I used the long-mid FCS on a Bazooka/GL + missiles quad build.
I have created an AC called Nimbus
Stun weapons all over
Very fun
Who needs Impact when you can stun everyone
The joy I just got when i rematched someone who teabagged me earlier only for me to whoop their ass 2-0 on the rematch.
I teabagged them back
I had to
Just beat him 2-0 again
Get fucked
No i did not teabag this time
I actually nicked his redshift idea
So he can't pulse armor in time
And with my Terminal Armor it's hard for him to kill me despite me being a lightweight
I don't like being hostile, mind you.
He teabagged me tho so it's deserved
how does one teabag in AC6?
I don't know, maybe tapping opposite directions on wasd to keep doing the funny boost turn?
forgot what that looks like exactly but why not XD
Post match emote splash in ac6 🤔
Whilst boosting (sliding across the ground. not quick boosting) you repeatedly flick the movement stick forward
your AC does an animation when boosting in which they crouch slightly and lean forward
if you repeatedly flick the stick forwards you repeatedly do the animation, causing your mech to teabag
nah it's just
activate boost then
w w w w w w w w w w w w w w w w w every split-second
ohhhhhhhh right
Ohhh
Lmao XD
Therapists are kinda mid
Unless youre me, in which case theyre a fucking monster
Kate Markson is my favorite real independent mercenary
It begins...
The GOAT fr fr
I forgot what channel I was in for a sec and thought this was the weirdest mental health flex ever
I think that will be tricky without swapping some parts around, since the whole MInd Alpha set is on the bulkier side.
Therapist lamm kites are actually meta now
Use mind alpha core and head, and use other parts for everything else
Or just grab burzel/p10 booster and AB everywhere
These parts are HEAVY
swap chest and arms for ephemera, use arm weapons that feel “experimental”
I dont kite
I'm a lightweight
Therapists arent great at offensive rushes though
Also kite is a playstyle not a build archetype
There are specialised kite builds, but everyone can technically kite
I know how a Kite works
Stay in the air, never touch the ground
To that
I retaliate.
Its VERY effective mind you
Most of the time I stay in the air to avoid explosive splash damage.
Zappity Zap Zap
Beating the "Stagger Melee" and "Zimmerman" users one bolt at a time
What some people dont realize is these stun weapons have secondary damage
After a second or two your AC takes another bit of damage, which is a godsend once it starts stacking.
Kites aren't always airborne
They sometimes skim across the ground aswell, ik
Tetras ignore the drawback to heavy weapons when hovering
So they can hover a little bit off the ground
Usually when theyre using explosives they try to hover higher up though
does the speed of a enemy have any effect on acs lock time (like if your hard lock has to spin very fast to keep up with their movement, will the lock be any slower than if they where standing still)
Once your fcs locks onto an enemy, it doesnt matter how fast they're going
Its changes in velocity and direction that throw off tracking
wait what? an actual new mission or-?
oooh,
new missions happen in NG+ and NG++
good old ng+ and ng++
oh- so not like something that came with a new update/patch or something?
right
watching a criticism vid of AC6, and finding my intrest is drawn mostly to all the pvp gameplay they have playing in the background.
i have just follwed the ac games since Ac6 reveal and havent actually bought a game yet. so these observations might be off base
-3rd gen (and more broadly old gen games) seem to be more like 3rd person shooters with jetpacks, more emphasis on using cover, aiming well, and general composure under fire
-4th and 5th seem to be the most similar, where its basically a dogfighting game with legs, lots of small far away targets flitting across your view just a second as you try to manuver and find a firing opening.
(i should clarify these are more pvp based)
-ac6 seems more like a "bar manegment" game. not that other games where not like that, but just between reloads of 4 different weapons, your stagger, enemies stagger. in addition to hard lock and shorter distances means the game is less about exact aiming and movement combos, and more about juggling all of those bars. Things like "do i jump or dodge to break acs, jump costs no energy but puts me in the air where im not regenerating energy" seem to play into that as well.
Oldgen games aren't really third person shooters in a traditional sense: limited turn rate and energy management make the moving and aiming very unique, e.g. jumping behind somebody has very different implications depending on what legs you bring. 'Aiming well' doesn't quite capture the dynamic that movement is aiming
very fair
4th gen you're pretty much on it: very fast and cool movement tech, quick turn somewhat negates oldgen limitations
5th gen is a much more grounded tactical game where your options are based around the level geometry more
idk, they feel closest to a shooter, but i should have acklowledged that their very much dogfighting games in their own slower more grounded way
4 goes very fucking fast
it's the Gunz: the Duel of mecha
yah
Yeah 5th gen can be dogfighty but most builds very much are not. It's very terrain dependent and you don't fly as much as you do walljump and glide
glide boost is sick
watching the gameplay of 4a and vd makes me want to not play them
i have a very hard time following the fuck is going on
NEXT's are vastly faster than anything that any other game can come up with
Verdict Day is one of the best games in the series
I'm not a huge 4/4a fan
though obviously some people love them
i like For Answer a lot
like they look good but also to much mentally for me
6 I think comes closest to the platonic idea of a third person shooter probably
but man the controls are not the best
honestly i mostly just get stuck on turn speed
that does apply for like 70% of the games :P
even with hard lock on aiming for you?
there is a button combination you can do to turn faster but i cannot fucking do it at all
hard lock is not a good idea to use all the time
probably
ok
quick turn is neutral left stick, boost + right stick to turn
ive heard very different things from different creators
yeah i can't pull it off while i'm focusing on everything in game
it's just too much shit to be pressing while i'm trying to do everything else
if you're into assault boost play, you need to know both otherwise your movement options are way worse
(I'm not great at it, but I find it fun)
about how much soft lock actually increases acs speed
that is one of the main reasons to use it
with soft lock if you aim well, your lock time is massively faster
ye
i don't really use it cause i can't focus that well on aiming while i'm trying to focus on my EN, my enemy, my weapons and everything
hard lock just works better for me
I'm on mouse and keyboard so it felt fairly natural to me :p
i exclusively play with controller
if you're on keyb and mouse it makes sense that aiming isn't as much of a thing to think about
i actually haven't given keyb and mouse a try
it's good!
i like that
i saw a youtuber making the point that armored core doesent need to be a game about who has the best aim, and i vibe with that. its more rather that like, keeping with the dogfighting throughline of the series, movement should have a big effect on both your lock on accuracy and their lock on accuracy.
just cause it's a fromsoft game and i default to controller cause they are usually built really well for controller
I'd recommend rebinding the back weapon keys e&q to extra mouse buttons if you have any
i have two
just so back weapons don't mess with your movement keys as much
I also rebound the engage boosters key from tab to B because I need that for quick turn
just rebound it to E
this shit is weird
i am very used to controller
so this is extremely odd
lemme do duels with Nightfall with keyb and mouse and controller and compare
i do wonder how armored core changes from here on out (if we get another game, i mean, bloodbourne's what like 9 years old at this point). like in the age of modern gaming will we see a clear generational divide again? how big would such a gap be, considering the gap betwen gen 3,4,5 is not nearly as much as 1,2,3.
iirc miyazaki has stated he wants to do more so
I'm excited for whatever they bring
whatever they do i'm sure it's gonna fuck
FromSoft have managed to nurture a lot of great talent and I can't wait to see their takes on AC and original properties
i would love to get something with the customization and systems of older games but with the far sleeker and more friendly gameplay of AC6
also this comparison is going to be very unfair to keyb and mouse but i wanna see how my gameplay changes
a lot of people want tuning and more than 7 non-weapon parts.
i'll do one match without hardlock as well
utility mounts would be lovely
i think it would be fun to get stabilizers back
granted i didn't really fuck around with them much
but i like granular building like that
the idea of being able to make a mech that is specifically tuned towards moving to the left for instance is very funny to me
Whatever will be, will be
the main thing im intrested is like, will there be a core like out there in the same way there are souls likes?
because i would be incredibly exited for that
in order: Keyboard and Mouse, hardlock, softlock
dark souls felt like basically all timing and very "you either figure out the right way to dodge this or you do it the wrong way and some attack in the combo gets you and you eat shit" and then attacking was just a question of "how many attacks can you get in a opening before you get hit again"?
and i can totally see how that style of experementing the find the awnser is good for other people, but it felt really uncreative to me so i bounced off.
idk, maybe its a lot deeper than that and i never got far enough into the mechanics to see.
armored core however appeals to me far more than souls, esp with the mission structure and progression.
wow yeah Keyb and mouse and softlock had about the same speed for how long the fight took
keyb and mouse was slightly faster and i didn't fumble as much with the camera
hardlock you can see i just lock in when i don't have to think about the camera
i think for keyb and mouse it's kinda hampered by the fact that it's very awkward for me to have all of my weapons bound to my mouse, which is the most effective way to do it
i'd need a lot of practice to be comfortable with keeping four buttons in mind with one hand
ok tried it with a different ac and it went a bit better
Nuclear Collision is a bit of a simpler one since it doesn't have as much effort needed to keep the back weapons constantly firing
i think it could be interesting to learn to play with keyb and mouse
though i still think it feels more comfortable to play with controller
it just feels more natural with the weapon buttosn and everything
Tuning would be a great addition for an AC6: Subtitle or AC7 game
i would MUCH prefer Tuning over OS stuff
one and done generic upgrades are very boring compared to literally being able to tune every single AC/NEXT you make to be that much better at it's intended purpose
The one thing that outright disappoints me about AC6 is that you can unlock every OS upgrade. Makes it feel more like straight up power progression than customization
yeah same
it was fine without any context but having played older games i would have loved getting tuning in AC6
i admit i dont quite get the big appeal behind it or more parts like stablizers or shoulders. it sounds like its not giving you new options as much it is letting you take 2 similar builds that already exist and make something slightly in the middle of their statlines.
the thing is
playing an AC game for me
i spend something like
90% of the time in the garage
getting those minor stat changes and just experimenting with builds gives me LIFE
It's more like, if you understand what your AC's combat strategy is, tuning lets you make it that much better at it
if you couldnt i feel like that could interfere with armored cores loop of "you can change literally everything about a build to suit a mission." since you have to permanantly commit to a choice of upgrades.
what you gotta understand is that building your AC/NEXT is a core part of the experience
which is why tuning is just better
cause they give you a certain amount of points
and point you at the menu
and say "go wild"
you can assign points freely at any time
so while you are changing parts and stuff
Yeah I don't think tuning is permanent at all
and you can make up for flaws that certain parts have to make a more balanced build
or you can focus on what they are good at and you can make a more extreme build
with stabilizers you can do shit like tune how you play
Yeah. Just being better at everything doesn't feel nearly as interesting to me as deciding what you want to be better at and why
if you want to be able to strafe better, you can add heavy parts to the sides for that
if you want faster forward movement, ditch the back parts and side parts and put shit that pulls your center of mass forward
AC6 likely toned it down to keep things from being overwhelming
i think they really went in and took what was good about armored core mechanically
I want to be overwhelmed though 😭
and really refined it
Give me more options than I know what to do with!
AC6 is less technical than previous games and more beginner friendly
which is good
but i also would LOVE to see them not do that in whatever they make next
because, even if i am a newbie to the franchise
i fucking love customizing shit
i get that, im saying 4 weapons + 7 internal slots, with like a dozen options each. has a lot of combinations to find+try, and that i feel like the worry with more stats isnt that it gives more combinations that are meaningfully different, it just means you have to manage more levers to hit the sweet spot you want.
idk, i will drop this since i can tell this is definitely getting to specifics i dont have the experience to speak confidently on.
so sitting in the garage for hours on end comparing parts and looking at stats is great
fair enough
but i do like it even if it can potentially devolve into more min-maxy territory
and for me there is also another layer
which i think is equally important to stats
which is looks
i can see that
i balance all my AC's and NEXT's between performance and aesthetics
which adds even more complexity
I mean, I can't speak for anyone else, but my approach to building an AC is less "find and try" and more "I have a concept, which parts fit that?"
The number of booster slots in AC4 seem kinda excessive unless you're really deep into things.
AC6 has tried a lot to make most parts useful/have a niche in some way.
which also makes the more granular building style a lot more fun for me
thats what i was trying to say.
Whether it's having a weapon I want to use or a combat loop in mind
since i have more possibility to fuck around with the stats and parts
And to me, more options = more likelihood that I find something that works with what I'm going for
mhm
Rather than something that's not quite there
like my playstyles in AC6 and For Answer ended up being extremely different just because i had different stuff to work with
i did a pretty mid range machine gun build in AC6 which focused on extremely consistent damage output and overall consistent performance
whereas in For Answer i jumped on the ultra-heavyweight train and just made a beefy as fuck NEXT with the biggest guns i could and tailored all my different parts for armor and a slower playstyle
i tweaked it to be able to strafe well since it was slower
and focused tuning on turning speed
you have a goal of a statline you want to get close too.
admitteldy more part slots/tuning, that can make customzation more or less difficult. more difficult in that its more variables to manage, less difficult in that their might be more combitations that get you to the same place: ike is it easier to fit a few big things or a bunch of little things in a box.
i don't think AC6 being more simple is bad at all
and i really do enjoy the transition into more newbie friendly layouts in all the controls and shit
but i do wish we would get a modern game with a way more granular building system
keeping in mind that as a newbie myself this definitely helped me get into the game a lot
im wondering, how did the specific factors effecting gameplay/build variety change over the course of the souls-bourne-ring games.
like is there a distinct arc to those games that might indicate from's approach in the future
i have gone fully into recreational speculation land, i hope thats ok
My problem with OS upgrades is not that they're a simpler choice, it's that they're not a choice at all. Unless you're deliberately trying to do a challenge run, the correct choice is to unlock all of them
yeah OS doesn't do anything aside from just, make you better slowly
That's just not interesting to me at all
there is an illusion of choice
while you're going through the game
but you just end up unlocking everything
so it doesn't actually matter at all
yeah a lot of modern games do that and im not a fan
Has the strongest effect in playthough 1 I think, since you're tight on OS Chips
I mean ultimately it's fine, plenty of games give you that kind of across the board power progression, it's not an incorrect design choice
like hfw and ghost of tushima both let you unlock most of the relevant upgrades 2/3rds of the way through.
It's just, to me, not one that jibes with what appeals to me about AC6
mhm
i get that
honestly
as soon as i unlocked the like, actual parts that change gameplay
like kicking
I think AC4-like turning could be nice if the main game isn't balanced around using it?
i basically stopped caring
i would much rather keep going with what we have now with soft and hardlock cause the aiming shit was something i really did not enjoy in 4
and i just cannot for the life of me do quick turns
the combination of buttons and shit you gotta do is so fucking unintuitive
"stop moving so you can turn" just does not make sense to me at all
In my experiences, quick turns seem to require stopping, holding boost, then tapping a direction, which snags really hard with AC6's pace.
yeah
it was not good in ACFA either because you're going at like
500 km/h
and stopping to turn constantly when your enemy is also fucking zooming around at 500 km/h means you gotta really get it down good
I never did get quick turning in 6
aiming in older games is waaaay more important than in AC6
But I am a hardlock gremlin
which was a real detriment to my enjoyment of ACFA as someone who is not good at it even with a keyboard and mouse
i also hardlock exclusively
which has to be my favourite QoL thing in AC6
you get support for people who want or need hardlock but also benefits for anyone who wants to use softlock
it's a really good way of doing it
hardlock in ACFA didn't do much so aiming was extremely important and i always felt like i just couldn't because of how turn speed worked
the comprimise solution ive heard is make hard lock on still a thing that moves the camera for you, but make it so there is a stat for the maximum turn speed it can go before it cant keep up and breaks lot. That or make acs lock on speed inversely proportional to how fast the hard lock is moving the camera
I started off using soft lock for the most part, but mostly use hard lock now at close-ranges (especially with melee to improve tracking).
I think I've seen FCS lock struggle to keep up with hella fast enemies in AC6, but most ACs don't move fast/far enough to fully throw off the FCS for extended periods.
Not for extended periods, no. Tagging an enemy with a slow-firing weapon can be a headache if they're jumping around a lot
idk i like how the combat flow is in AC6 so i wouldn't want to change it up too much personally
Ah, yea. Jumping absolutely wrecks AC6's targeting, and lighter frames can abuse that heavily too.
turn speed kinda makes sense but i also don't really enjoy it in practice
I feel like in 6 the art is less in aiming and more in when to pull the trigger
this exactly
which i like
i think it was mentioned by Saltuga earlier but AC6 is not so much built around aiming like older games are
which is something i think is very positive
Yeeeea, that's how I've gone to using no automatic weapons and using Laser Cannons/Bazooka for poking.
cause in older games it seems like an extreme skill check
either you are good at the game and can aim or you're not and you lose
which is not so much a problem in AC6
but the game also does still reward you for learning it with softlock benefits
which is also really good design
just makes it accessible
adding those option to the 2x taller gen6 ACs would be fuuun mxzcnmnv
tho Iunno how the tank legs could do it lmao
maybe having both? as like a general baseline that gets better as you progress for the OS-upgrade and then tuning for even further stuff? balancing for both tho, obvs
quick-turns as it is is like- I suppose a bit less likely to QB instead? iunnno
Oof right where the sun don't shine.
ARMORED CORE ARMORED CORE
Lmao
Master of Arena is my favorite entry in the series, though I fully recognize that as being very very nostalgia goggles lol
Once I learn how to remap the aim controls I'll put an honest shot into playing it again
I caved

Have fun! Be careful in this thread though because people talk in unmarked spoilers all the time and the story keeps going to ng++
Oh I am not a like
Person concerned about spoilers
I watched playthroughs and Vaati
(And Quelaag's singular ramble vid that got lost when her channel was hacked)
Starting ac6 back up again and remembering that I stopped last time not because the missions were too hard but because (spoilers for chapter 5)||I don't want to kill Carla and chatty but I also don't want Ayre to be sad :(||
classic fromsoft bby
AC6 is honestly one of the less bleak multiple-ending games (most Armored Core games only have one ending)
Admittedly it's really only competing with Last Raven and For Answer there
(other games might have multiple routes but they usually converge toward the end)
Time for
Old King Ending
If you're stuck on any part of the game, feel free to ask for help!
AC1 is a good example of what I mean by this - You can embark on the route that destroys Chrome or the route that destroys Murakumo, but the other corp collapses anyway and the last few missions are the same
Will do!
The people here are all really helpful
I still remember that one time when we spent a solid week helping someone through one of the bossfights
(No spoilers ofc)
PCA HELICOPTER DOWN SECOND ATTEMPT WOOO
Nice!
The combat in this game is everything I've ever wanted in a mecha game
very straightforward and fast-paced but still demands you keep your brain on
Like I am overjoyed that my machine hurdles around at mach 3 this is amazing
AC6 is a very well designed game
@eager vector
Fun fact
Laser lance can course correct halfway through its charged attack sequence
( ͡° ͜ʖ ͡°)
Even if your target is inside smoke, as long as you aim roughly in their direction, you'll probably land
I think this makes laser lance possibly one of the most effective weapons for approaching someone inside jamming
Obviously you can just run into the cloud to lock on again
When using any other weapon
But with laser lance you can start your attack sequence from outside jamming
Rather than needing to get within 100m of your opponent
i think laser blade is the only other melee weapon that can do it
and that thing's charged attack moves pretty slowly
laser dagger also works somewhat, but you lose a lot of the utility of charged dagger slings
Now that I'm through the first mission I guess I should do some of Allmind's simulations before digging into my first contract
I need customization materials please scary AI woman
The mercenary certification simulations give you free parts too 👀
Precisely my thoughts 😌
Laser lance my beloved
I don't have a screenshot of my current build but I'm running laser lance/default sword on my left and that single fire/burst AR with some missile pods on the right and it's a lot of fun
i have a build with Laser Lance but i haven't used it much
The gap-close into immediate double sword swing is so nice
Double Sunrise
Uh. Yes.
Shotguns are gnarly, were The Meta Pick at the games start
Zimmermans have been nerfed a couple times I think but they were meta-defining for a while and they're still very powerful
and the other shotguns are also solid, though less dominating
I’ve been running through the whole game on a quad with dual haldemans and dual LCS
haldy’s do work
Well, there goes ||Mister Balam anime protaganist||
Yay
What kinda builds have you liked so far?
Zimmshield is still meta
They nerfed and then partially unnerfed them
what was the partial unnerf?
Im mistaken about an actual damage/impact value tweak
I think its just that since lightweights cant stagger midweights as quickly after the viento nerf, they're much more vulnerable to dual zimmer builds
So in that sense, its a "soft" buff
Gotcha
Its moreso "the builds that can use dual zimms effectively" that got buffed
Which in turn, made zimms more viable
I haven't saved up enough yet to go for a wholly unique build yet, so I've mostly just improved my boosters, generator, and added a left shoulder missile launcher
Then my build still works
Single shotgun, pulse blade, songbirds and plasma missiles
Perfectly functional and that's it
This was basically my first playthrough
though I used a plasma rifle over the shotgun
I think in honour of my old AC1 build, I'll probably keep a sword on my mech regardless of what I come across
well the good news is the starting Pulse Sword is really good
they really do just deadass give you a top tier weapon right out the gate
It really is, I did a test sim and held out a good minute or two after running out of weapon ammo with it
With kicks and punches, I think if you play right you can get through a bit XD
I can probably do even better once I get dodging down better
it's just a hell of a multitool. It has PA interference so it does well against Pulse Armor, it has 230 direct hit so it's one of the better stagger punishes out there, it's got a strong lunge that gives it a lot of bonus mobility and makes it easier to use than some other weapons, and its base damage/stagger are nothing to scoff at either.
I'm def gonna experiment with some of the later sword models that I've seen
Mm mm,
But whatever the case it's usually pretty good to keep on- when you get weapon bays you can get two melee weapons XD
*if you wanna go all-in on dodge-and-melee-up-close
hell yeah piledriver
but yeah so far just enjoying the sheer fire output I can pull off with my right hand gun and two missile launchers
Its PA interference doesnt really do much against shields though unfortunately
Eh, it definitely chunks them, since it already has decent stagger
Since shields reduce impact, it doesnt do well in that area either
But tbh 61ps essentially invalidates most melee plays unless you get real creative with the melee cancels
I know someone who mains laser dagger, and he's developed a technique that leverages the fact that laser dagger moves faster than an AC's hard lock to get around a shield
But that requires him to play at 100% all the time
I've noticed that PA Interference's bonus Impact/Accumulative Impact works around the reduction to pulse armor/pulse shoulder shields, which adds up faster than most other melees in my experiences.
Won't break shields by itself, but it'll hurt if you get swings in.
I know it was a huge help when I was just starting out and struggling against Balteus
I haven't used the Laser melees as much since they seem to get walled harder by Pulse defenses, they have higher Impact but the lower PA Interference seems to hurt much more
I'm also using the ortus set with the nach arms to speed blitz the fuck out of everyone
It still gets its impact reduced, the charged attack hitstun doesnt happen (iirc), and you're stanced in exchange
For Ala Iacta Est do I pick Eliminate the Enforcement Squads or Destroy the Special Forces Craft
iirc ||this particular choice doesnt matter, so pick whichever you want||
For Alea Iacta Est you should take new missions whenever available but otherwise don't worry yeah
Do it for the sake of completion
Wait a sec in that case ||was BAWS arsenal NG++ (obstruct the mandatory inspection) the first time you've fought the cataphract||???
Most people find eliminate the enforcement squads to be the harder mission, and choose to do destroy the special forces craft first
I did enforcement because I was told it’s how to get FoR
FWIW I did Enforcement Squads first
It's absolutely the harder mission, it just didn't occur to me to try backing out and doing special forces craft instead
after a few deaths there
For LoR and FoR, it ||doesnt matter what missions you take until the point where you choose whether to betray carla or not||
I tried ||killing ring freddie for the combat log|| first to kill two birds with one stone on my first few attempts at it, but i just settled for doing it in two runs
my big struggle busses were balteus and the final bosses
I spent way too long on smart cleaner somehow
I genuinely dont know why
||cel 240 and ayre|| were also difficult but that's mainly because i didnt know how to use hard lock properly on my first playthrough
this is still hilarious to me
I dont take my death count into consideration when i think about boss difficulty
I can die a few times, but if i figure out new things i can do to optimise my gameplay then its a net positive
Difficult bosses take a lot longer to figure out and frustrate me way more
though these days I think Snailteus might be the actual hardest boss
balteus just turns on touhou while you arent looking
it's the only one I have yet to beat with Lumberjack
Thats the chainsaw one right
yeah, that's my chainsaw and fist build
I miss the pre nerf missile speed
Made it more exciting to fight
The missiles are just not as oppressive as before
Balteus is funny for me because it reminded me immediately of (an easier) N-WGIX from Verdict Day
I think thats just more of a case of lumberjack not being the best AC to fight him with
I mean, you're not wrong!
I got a lot of whiffs on a staggered snailteus where I would have absolutely hit with any other weapon
||snailteus|| recovers PA a lot faster than regular balt
So you have a smaller window to get a good angle for saw
Yeah, and the hitbox is very wonky, there are lots of angles where it just will not hit no matter how your spacing is
LOVING how this screenshot turned out
ALLMIND exists for all mercenaries. Thumb Dolmayan was an obstacle to Coral Release. We hope this has been informative.
I love this encounter so much just because it's such a moment of incredible badassery for Dolmayan. The Arena Sim vastly underestimated him
like 621 wins because 621 always wins, but holy shit
I feel like this is a terrible mistake
The RLF seem like good people
Killing their leader…
His ranting is pretty informative if you pay attention to what he's saying too
😇
you can find Dolmayan's Writings as data logs in some places. The one hidden at BAWS Arsenal feels especially relevant (besides the one already in the mission where you fight him)
ALLMIND is ||on ALLMIND's side|| NG++ spoilers(?)
I need to draw that fight out next time
I'm pretty sure his lines are tied to his use of repair kits, fwiw
right so if I skip a bunch of AP thresholds…
"hold this pile bunker"
@eager vector
61ps?
Vp61ps shield
Oh that's adorable djdnfng
I love the idea of giving the mechs themselves humansonas
I could probably use truenos on left shoulder for the punish
Since if an opponent isnt moving when staggered, you can fire truenos without lock and they'll hit
mecha musume XD
or iunno
I mean with enough access to customization isn't the idea that a pilot and their vehicle would ideally become one another's -sona

UwU
Sigh The job's almost done walter...
i've been sitting on this for a while
doing all S-ranks has not been fun so i've been taking a break from it
yeah
i don't think i am ever going to go for 100% S-Rank
because i really like this game, and i would like to continue not hating it
Same tbh
hell, i still have some combat logs i haven't gotten around to yet
apparently at least one still in the ||Ibis|| mission
i only have s-ranks to go
and one in ||the helicopter escort mission||
i should go and knock those out sometime here, but... eh
||ALLMIND Iguazu has a fucking parry!?||
||I just tried to Boost kick him and he parried me!!||
rat
||You know what. I consider him a good pilot now, because he can straight up parry us!||
||"fucking casual" - G5 Iguazu 3024||
||i don't, Iguazu fucking sucks||
||he had to pull a AI hivemind and an insanely jacked god machine AC to get even close to being competent||
||"I always...envied you..."||
||"The freelancer...who had it all..."||
||...i did it. Now to S-ranking it.||
||Iguazu whines so fucking much||
yeah
||the final bosses are actually very easy to S-rank||
based
most boss missions are fairly easy to S-rank
the hardest one is probably ice worm
because it requires a little bit of learning the mission to do it in a timely manner
makes sense
||Hey...walter. Got that job done for you.||
||After iguazu everything was...simple. Like i didn't need about so many things...||
niiiice
||Felt like the victory lap.||
i probably won't be seeing that achievement personally
just cause ||doing all the S-rank missions|| kinda sucks the joy out of playing the game
I thought it was going to be a lot worse than it was
Aside from a few problems like BAWS arsenal and the Ice Worm most missions were one or two tries to S-rank
i think i probably just need to do all the easier ones first and them try doing the difficult ones one at a time
CLIMBED THE WALL
I know Balteus is somewhere in my future
Prolly gonna like, actually think about the build I take into that one
Remember, just have fun and take breaks when needed
Coral export denial continues to be the bane of my existence
I found that one a lot easier going to the very end of the canyon for the final wave
To maximize time to fire at them as they approach
The other two i havent s ranked is prevent the secret data breach and ||regain control of the xylem||
I have a pretty bad sense of direction so maze maps always get me if i dont have a minimap to follow
Yeah those two are tricky
I struggled with the latter partly because doing the last sequence without a lot of damage requires some careful maneuvering
Honestly i found S ranking boss missions super easy
Yeah the boss missions mostly aren’t bad
Its the weird missions and boring ones that are annoying
The only “trick” is not using checkpoints
The main exception is Ice Worm, which is very hard to S rank without some technique and learning where it ermerges
ice worm was pretty straightforward tbh
BAWS Arsenal and Attack the Refueling Base are also fairly tough S ranks for some reason - really tight requirements
When i finally went back to try it, i had forgotten all the speedrun tricks for it so i just did it normally
And somehow i s ranked with no issue
Huh. I absolutely could not without at least “skipping” phase 1
BAWS arsenal #2 is mostly about learning the ghost positions in the first half of the mission, 2nd half you just need to kill the shielded one fast and you're golden
Attack the refueling base was confusingly difficult to s rank for me, until i remembered i could kill fodder for points
Yeah, it’s just real tight. If a ghost survives your opening shot to teleport, you might as well start over. Too much lost time
Killing all the units right under where you spawn + the LC gave me an easy S rank
No rushing required
I think i still did that, its a fairly easy skip since ice worm is coded to move the same way each time
Yeah
For the last part, load up on energy weapon defense and just AB
Its getting to the room that's the annoying part imo
I mean, I’ve long since done all of them lol
That’s a fun trick that hadn’t occurred to me tho
The energy resist part specifically
Or use pulse protection in the middle of the room
Oh that’s hysterical
I did use pulse protection for the suicide drone wave in take control of the Xylem
It’s very niche but absolutely useful for some funny strats
Balteus was my last one for the night
Third attempt!
I ran dual missile launchers, a pulse blade, and handgun on the first medium Balam frame you get
Named the build SLAPFIGHT though it's definitely not anything outrageous or unique
I also unlocked assault armour but it didn't really do much for me during the fight since Balteus moves around too quick
balty moves quick but frequently just kind of bobs without moving too much. I found AA to be pretty effective during the fight!
it's my favorite of the core expansions in general though
I can definitely see the appeal, it'll just take me some time to master it
Assault Armor is tricky to land because of windup time and small peak damage area of point-blank.
I've used Pulse Armor a lot more to escape stagger early, but it's really fun to blow away shields/pulse armor with AA activation.
definitely quicker than slapping it once every 30 seconds with the pulse blade
Use AA as a stagger punish or when they're standing still
💪 will do next time I'm taking it on
I also nailed Sulla on my like 4th try
I definitely need to get better at tackling ACs that are about as fast or faster than mine
I accidentally convinced my multiplayer friends that pulse armor was basically garbage because I got very good at blowing right through it with perfectly timed AA lmao
casual multiplayer, only play with each other really, friends, to be clear
fair, I got one friend who I'm gonna be duelling sooner or later
Honestly the value in pulse armour is the ability to reliably reset your stagger bar
I'm thinking I'll slow down when I get back at it and rerun a couple levels just to experiment with builds
Not even the brief invuln
Yeah pulse armor is very powerful, and being honest better than AA
AA in pvp is very susceptible to netcode issues
but I was fairly consistently able to get point blank and AA when they were in the PA animation, and AA will instantly blow through it and stagger them in the sweet spot
Since your opponent may not actually be where they are on your screen
could I consistently do this in ranked? Almost definitely not
And thats not even mentioning the fact that AA can be parried with 61ps
And assault boost
Oh yeah I grabbed assault boost kick
another one I'll have to practice
all in all even though I've done pretty alright for myself so far I'm definitely seeing a lot of room to improve in
oh yeah, boost kick is flat out the most important os upgrade
it's insanely good for every build
That and weapon bays
I've also only been even more convinced to keep a melee of some kind in my left hand
Boost Kick has a lot of utility, though I've been using it less with recent builds.
hardcore been a massive boon in almost all my boss fights
you're not wrong but also I have never used the weapon bays in AC6
Wait seriously?
Nope.
I did unlock weapon bays but I'm reluctant to surrender a missile launcher for it
Melee cranks out massive damage vs staggered for sure.
(Fyi the handheld 4 cell missiles have better dps than the shoulder ones)
I'd probably use weapon bays more on non-Quad/Tank builds, shoulder weapon firepower, and shooting without swap time is too good for me to give up.
yeah that's largely been my logic
Lots of people love the bays and I certainly got plenty of use out of the similar mechanic in Verdict Day
just never really messed with them in AC6
I'll probably give them a shot at some point just because trying earlier on could save me grief down the line when it comes to knowing how to use it
Weapons bays are real useful if you want to dual wield hand weapons but still have a melee punish
I managed to convergent evolution myself into becoming a BVO (basho arms, dual vientos, ocellus fcs) build in my first playthrough
anyways I gotta sleep, I'm glad I beat the second noob filter
A proud showing of accomplishment, Like a blazing star, for all those to see!
It's a little egotistical i admit, but what's wrong with showing off a little? 😉
Sea Spider's down
Well
I didn't fight Ibis
And I do want symbiosis for Ayre
Idk this seems complicated
I want to be hopeful
I'm hopeful for the future.
I do love the surprise berserk Iguazu rematch
it's also very funny that as much as he personally hates you at that point, he's still like "dude, fuck you snail" when he tries to make common cause
I've tried out the weapon bays, it's actually what won me against sea spider
went in against that thing with dual bazookas, a shoulder cannon, and sword
big fan of bigass enemies, I can just slap them with some of the highest-caliber shit the game gives you reliably
I am NOT a big fan of the stealth mission to kill V seven though
@small stone did you know that when you finish the first and second phases, the enemy adds despawn?
Oh
Yeah you don’t have to get rid of them you can focus the boss
I think it goes better when you factor in the windup time of cameras, and blow away the MTs before it fires.
yeah doing that mission without getting seen at all is very hard but doing it without the alarm being raised is very reasonable
Yeah I just gotta be faster on the uptake with that
At the least I think I cleared through a third of the sentries last attempt
Did I ever send the finished model here?
I know I sent it in the gunpla chat but
may as well send it again
👀
That fucks
"The corporations, the AC's, the "Raven's nest"."
"All of these were formed by me."
"For the sole purpose of recreating the world and humankind with it!"
"That was the duty to which i was entrusted."
"TARGET VERIFIED: COMMENCING HOSTILITIES!"
god i have just been absolutely flattened by a helluva losing streak
went from almost at B-3 to halfway B-1
genuinely has me wondering if im totally washed
https://redroryotheglen.itch.io/hammer
has anyone here played this? i was wondering how similar in controls this is to armored core (esp 5th gen, since i think this is what the fangame is based on)
its a really barebones demo, basically just a single map with waves of objectives, and a few different frames/weapons to play around with.
i find myself at once like, frustrated and very engaged with the movement system.
I haven't played it but the video makes it look like a much floatier ACV, yeah
some of the UI is lifted straight out of AC2 as well
namely the missile locks
this absolutely looks like oldgen armored core but probably plays closer to ACV
from what i got of ACV it's a lot more grounded than this
yeah I think the main difference is this is way floatier movement-wise
it's still got a lot of boost-jumping and not a lot of hugely aerial movement, but you'd lose altitude much faster while "gliding" than the pilot here seems to
yeah
that's what i meant
you can't really fly around based on what i saw
not like you can in other AC games
I'll have to give it a look next time I'm on pc
in 4/4A you can straight up just fly, in 6 you can also fly around pretty effectively
ACV is different in that regard
i need to go back and play AC3 at some point soon
4/4A and 6 definitely have the most flight
4/4A is probably the most flight capable
4A for sure
even my fucking brick shit house rock of a NEXT could fly for long enough that it genuinely didn't matter 90% of the time
and Dash Pinion is a fatass Ultra-heavyweight
you can get a decent amount of air in 5, but you can't fly per se, it's more environmental
what you can do is walljump and glide
which does allow for some degree of aerial movement, especially on lighter mechs
yeah
but your ability to gain altitude is highly environment-dependent
this looks to be similar in that regard, but much floatier, such that it isn't nearly as big a deal
mhm
you can also just kind of rise when you want in oldgen, but the boost meter is a much more serious limiter - there's no quick boosting and the boost meter is for your regular boosters
without it you are walking
it's more efficient to slide than fly, but you'll still run out if you skate everywhere without breaks
biped legs can jump without boosters but it's generally smaller jump heights than like AC6 jumps
or ACV jumps
the control scheme is like, not impossible to get your hands on but im not there yet.
almost everything is done using spacebar:
-tap to do a short thruster burst
-hold to toggle a continuous but less powerful thruster burst
-holding a direction while boosting causes those thrusters to go in that direction, doing it without holding wasd causes you to go upwards
-sideways continuous bursts and just your horizontal movement in general maintain speed and have a big turning radius unless you use a sideways short burst to reset your velocity
-press shift once to turn off any sideways or vertical continuous boosts you have going on, press again to turn off thrusters entirely, allowing you to fall and regen energy faster.
sideways and vertical movement having the same key really gets to me.
yeah that's oldgen movement
there's one thrust button, you use it with a direction or in neutral to go up
(if you're already in the air, all use of the boosters will direct you up in addition to any direction you push - if you're grounded, directional thrust will only move you horizontally)
My biggest adjustment to AC6 from the bit of AC1 and MoA I played is probably there being like, four thrust buttons
Yeah QBs and Assault boosting would be new
Though you generally have skate boosting always-on in ac6
Compared to AC1 where you manage your meter to boost at all and stopping your boost to throw off shots is part of dodging
I hope they drop this in the dlc
It would be really funny the pca was that fudger the whole time
ALLMIND is pretty clearly the nineball homage already though
Introducing actual Nineball would be…clunky
I wish to be the PCA in the DLC
I desire to role play the space cops telling the corporations to get off the restricted planet
I just want to be paid to commit terrorism again
That was always a joy
Wasn't enough morally incredibly black dirty work in armored core 6
Let me get paid to be a bastard
Anyways my hope for any new armored core games is for the NPC's to be cheating bastards again
God that mission is so silly
** E I G H T Y M I L L I O N **
What even is scale
Old King is a goofy dude
Just a silly little guy
Actually have a character on my lancer leader board that's a funny mix of old King, sundowner, and conrad from heart of darkness
love me some murderous maniacs
Sundowner is also hilarious
"Kids are cruel jack, and i'm VERY IN TOUCH WITH MY INNER CHILD!"
Dude just fucking loves war
And gets to lead the convict squad because he's the predictable one
You can understand ogre guy loves war
You'll never get Quebec
And Stella is at best unpredictable
“Give War a Chance!”
he's also a funny little guy
He’s so over-the-top ludicrously evil
There's not a single character on my lancer leaderboard who isint an expy for someone else
Old King outranks him massively for death dealing though
Yeah i had one of those when i ran chromestrike back in the day
Ogre is technically the thing that caused the whole campaign in the first place
Dude turned the dominant back on just because he missed war
Most of them were loose adaptations of characters from other media, song references, or old dnd characters
Baller
Mine are just references to armored core, games I like and old movies
Some of them are worse than others
Like the group that is just the stellaron hunters
Or not vertex
Lead by not jack-0
Jill-Q
Jung
But still
Or gigan the totally not just a giant nerd with a robot
Or Enter name here
Who forgot to enter her name
And pilots the creatively named White Glint
Or we can't forget the number one pilot
Just zinaida
My #1 pilot was listed as “Narcissus, AC Narcissus”
She's just a giant honkai star rail reference and totally doesn't have an alien NHP's esque thing giving her power
I also just mentioned Ort from fate just exists in here for some reason in the background lore for why people care so much about one planet
I'm addicted to adding huge implications in small bits of background lore
Oh dear
There's laws about not leaving random weird alien things unsecure after Ort
That's all I'm saying
Put it in a warehouse if it doesn't do anything to you
If it does do something back away slowly and go in another direction
Armored Legends: Melee
In the longest episode of Armored Legends yet, nine of the greatest melee legends in the PC Armored Core 6 scene come together to share their strategies, build, and tech!
Chapters:
00:00 Intro
0:30 Viability of Melee
3:15 Why do you play Melee?
5:44 Melee Cancelling review
6:08 Bort (Laser Dagger)
11:47 Faust (Laser Da...
1:00:14
@eager vector i can finally reveal one of the builds ive worked on
Gameplay explanation by the build's owner at 11:47
Is there gonna be a dlc?
Sorry discord loaded me in all the way back there
Those rule
It would rock fr tho
I didnt realise the map changes before and after attack the watchpoint
goshdang XD
given how big we already know other places are, by the goddess it paints a picture of how friggin scary it is when even just a "trickle"/somethign that "barely compares" blows up so fucking much XD
The builds owner is so dang good at the game
And he's a jamming user
ohmygoddess the melee techs xmnc XD
ooooh
I wonder which of them would still happen in the next game/s
mm mm XD
Yeah that video is fascinating
Should have sent a second balteus
Then I could kill two Balteus
Balteui
I feel like Balteui could be manageable
I wanna do a Double Balteus fight yeah
But I also wanna fight those c-weapons from the alternate strider mission more
the c-weapons from the alternate strider mission would be much more palatable were it not for the 10 million heliocanthus machines that are also there
Dual flamethrowers and songbirds solved it first try for me
well I S-ranked it with flamethrowers eventually
but the wheelie boys are annoying with my usual build
Hit the sides with songbirds and they fall right down
I did missile quad
That also works
But where's the fun if you aren't dashing between the grinding teeth of robo wheels firing at just the perfect moment?
i wiped that mission a few times and then accidentally cakewalked it with a missile rat build
yeah I was running queen of nails and s-ranked it basically by accident
bunny-hopping plus aperitifs just kind of tore it apart
It's a hard job walter...but im managing.
Good lord
Today I'm learning most people don't use the fastest possible mech a shotgun and a pulse blade to fight like a squirrel on coke
i prefer machine guns
They don't have the oomph I need
Too long to get the damage I could get from one shell
i just don't find shotguns to be nice to use or consistent at all
so i don't use them
playstyle incompatibility maybe
Balteus is pretty trivial now for me no matter the build so i just play what i find fun
I've been using bazookas instead for more reach at the cost of reload time (and stance on biped/RJ legs)
Bazookas are not a viable close range option
And I am never not in close range if I'm doing it right
Mmm yea
(sorta works on Quad/Tank, but you can only fire 1-by-1 still because of recoil animation, and stops AB)
Hoping whatever comes after AC6 loosens the limits of weapons with recoil stance on biped/RJ configs. I've heard AC4 had Firing Stability on legs to offset recoil.
I kind of hope they do away with the stun mechanics entirely tbh
The stagger?
It was present in previous games too but not as central as this one I think
Oh yeah what's the census on Scudder?
I have been using and liking them but no idea what everyone's feelings on them
Counterpoint: majestic and especially xuan ge
ET+xuan ge in cqc is a true stagger combo on LWs and some MWs
Yeah the way the game is built around it kind of makes certain weapons way more viable than others
I can sometimes get away with bazookas close range but I gotta be like
Very careful about it
Yeah I don't have time to be careful
So I use a shotgun
All of the benefits none of the downsides
My build rn is a leftover from Carla's cleaner and the Sea Spider
Hover heavy