Home of Maker and Team Khandi Khane. We are a small group of friends who enjoy a variety of games but mostly post From Software PvP content these days. Look forward to more Elden Ring and Armored Core 6.
It's sad how much gatlings need to be in the 130m range to hit with occules, but yet it feels like you should play it at 230m or so for it to actually work, even though it dont work at 230m making this weapon feel bad to use
Have a feeling that its regulated to close range entirely because if it wasn't it would be extremely broken. Considering from made the game where you have direct access to all four weapon slots unless you run two hand specific weapons anyway. The quad chaingun thing is still strong.
@TeamKhandiKhane could just boost the recoil to throw off fcs more, so it sprays everywhere which will help cqc against it as its a medium to long range gun so being in cqc should be a struggle which it already is as this weapon takes a few seconds to start up firing (it's already programmed to miss after a certain amount of rounds) . After all, it is also the only aoe kenetic has. It also should be more fire power than smaller kenetics, but unless you run four, it's not really that good, and even three are out performed by etsujin and ludlow who with the right parts never miss and build up stagger much faster then gats can rn.
I'm glad you enjoy them. They aren't complicated to build either. Try out similar stuff, just don't expect them to function against good players in S-Rank.
Not bad at all! My only advice is that a kasuar kick does just slightly more damage than a dagger strike during stagger punish, even when weighing around 50k (extremely light). I recommend making it your primary punishment attack, although I trust your judgement. It also is a 2 hit true combo if the first attack causes stagger, although the chance to do this is not very common. I love the yellow color scheme, thank you for the video!
No problem. As for the Kick operating as a punish that's good to know. My typical problem with most lighter designs is having something available for that upon ACS break that isn't terrible. Project Li there is an ongoing issue but I'm starting to get a better handle on the game in general as well. 1.07 fixed some of my design issues. Now we just need something to balance out the meta or make more stuff viable.
@@maxdragonslayer so we found out that a specific stat that governs how fast energy regenerates once it starts back after the boosters inactive. Having around nd 4000; n the stat is what people generally agree is optimal or good. And things beyond that is striving for a bad return on investment. Which is probably accurate. However at 16,500 energy refresh rate the bar comes back as fast as possible. We simply wanted to see just how useful it was and how good we can make it. There will be an update to this post 1.07.1 or 1.07.2 depending on timing as I'm not entirely convinced having a silly high refresh bad, I just doubt it'll be useful.
@@TeamKhandiKhane I've used it before in Missile Bird builds. Having high EN Supply Efficiency and boosters with low Upward Thrust Consumption lets you hover in the air without having to touch the ground. I do wish they'd remove this cap however.
Instead of focusing on thrust performance, use AB to climb then the low vertical boost drain with high EN Sup Eff to keep the thing in the air while the refresh is active? I need to look into this.
@@dnguyen141 I post pretty much all of my armored core games and we do a lot of private lobbies. Hes a friend I do a lot of my testing against. So I post those games as well.
I agree that Kate's AC is a bit numbnuts, but plan to kick if you want to land charged Karasawa shots. Launching charged Karasawa with nothing more than a prayer doesn't cut it; kicks and charged dagger are your openers. The shield doesn't mesh well with those weapons, which is the major issue with Inscriber. She could learn from Feelgud's AC.
I wanted to tell you on your last video that you are getting much better with the bunk build on nacht legs. I was so happy to see you win in that mech.
@@neco_arc_gaming I've tried the Harris and with the crew i'm fighting regularly they dodge that shit like Neo in the matrix. I do agree it is a good one if you can catch people with it though. Currently it's running the double stack splits, Huxley, Ransetsu RF, Ashmead. Though I've tried swapping the rifle around to many different things.
It is a bit annoying to need to hit with a micro stun (kick or various charged melee attacks) to combo into the Harris, and it is a predictable attack plan. It also feels fairly cheap and corny when it works, so the fun factor is low.
That Bunk fakeout > AA Cancel > Der Bunkenheimer string at 5:20 was a thing of freaking beauty, heh. As a buddy of mine has been known to say from time to time: _JABAITED!_
It was last patch 1.07 put me back into B. I'll climb back up to A as soon as I have a better feeling for the game. My goal with ranked is to just enjoy the fights more than climb the ladder. S rank would be really cool but if i get it on the backs of Zimmerman LCA combos, I feel like I don't deserve it.
I love this type of video where we get to see the garage, it's always interesting to see other AC builds and what they think when they build stuff You are still small but i hope you get more pilots to see your journey
Sorry i got to this late. I like doing videos like my "Burn Build" series as a stream of thought while designing or re-designing an AC. Unfortunately life has made recording those difficult as of late. Thankfully some of that has waned. Project Hg (Mercury) and Project 53 are likely to improve / change and get their own video later on, but that entirely depends on how effective they are in both PvP and PvE. Unusually for my standards I tend to value both prospects in From Software games.
Loving the patch 1.07, made it so the amount of builds you can make is significantly more varied due to buffs to different FCS and generators. And Light Weights actually get to CQC thanks to Ocellus nerf. Btw, since you run multiple different types of builds, at the start of a match, editing in a picture of your foundary would be appreciated.
@@ilkaysar2522 I agree on the patch it did fix a good chunk of my build issues. It just didn't change the top end meta very much. I'll do the build sheet thing for some of the more successful ACs. Would you prefer a screen at the end of the video or a dedicated video to the design?
@@TeamKhandiKhane Both work, just knowing the details on an AC adds a lot to understanding it and what was the pilots intention for it when building it
In that case I'll try to add the ones that really stand out. 213, HG, Solo etc: all have variations that are changing with 1.07. Which I guess I can go over in a roster specific video. For the videos that feature mostly one AC I'll see about posting those build sheets at the end of the video.
What always deeply annoyed me about ac6 is how they keep trying to push long range as an actual range category but the only weapons that reach that far have freaking glacial projectile speeds.
On top of that there's no good tracking options at long range either. Sure the FCS / Arm correction works, but what point is there when the gap you create is difficult to maintain (if not impossible in an arena) and following that logic. Your best ranged option is tricky missile spam. It's part of what gave way to the rats
There'll be more bunker shenanigans later on. I finally got around to messing with this AC. Makes me really wish we had options to change how the basic swings come out on most of the melee wepaons.
Well there's just one thing is that you don't use the full extent of the laser dagger which is melee cancelling, you see by melee cancelling you can bait out and create pressure onto the enemy by doing a melee animation before it hits the enemy then boost away without committing to the full animation while holding an already charged KSRV your able to do massive damage by using your unoverheated weapon while the enemy is staggered [please don't take this seriously as this guy is a person who haven't played any of the armored core games but is somewhat knowledgeable about it? the point is that he's just giving out tips, also fun fact did you know that melee cancelling is not a glitch and is a technique?]
I mean your advice doesn't look bad. I'm also not the greatest melee player by any stretch. That said I've learned a lot during these premade matches. I also agree, glitches or tech are the same thing IMO.
The KSRV is such an intricate weapon, but the overheat is crazy. It's also unfortunate that it's so effing heavy. I do like how the regular shots stagger just a little 👌🏾😅 & obviously the full charge is bananas. I used to always have a dedicated Karasawa build in other AC games, but it's not viable in this one.
i run krsv on a heavy rj build and its nuts. i think the problem here is that maker isnt relying *enough* on the charged attack. also... no melee spec for ez punish :'(
@@Cleptomancer The sawa is a good weapon in VI it's just meh for the PvE side of the game and gets absolutely shutdown by the shields so it is super easy to get hard countered there.
@@absolutionone Yeah it's unfortunate but that's also Kate Marston's (Allmind)s ac from the premade section. I do have a KRSV ac in the works that should perform better. Videos on that one will be out in about two ish weeks I think.
@@muamua101 I'm way less practiced with it than I used to be. the melee style requires (or at least I do) to be doing that stuff constantly otherwise I forget my options. TL;DR yeah user error.
@@ColtonGamingTV the javelin is the only other one that fits unfortunately. But I do agree about the soup. If they fit in wouldn't have to bother with the swap.