I would note that the Gridwalker has a shockingly good melee thrust. If you are turned off by the Kikaku's lackluster performance in categories besides melee thrust, but you still want a good lunge, the Gridwalker is a great pick.
They are also hands down the best quad-leg hover boosters I've tested. I can stay in the air for nearing a full minute when pairing them with a strong generator(especially the 2nd tier coral), and rain incredible amounts of damage down on missions without needing to come down for recharges.
@@CodenameMoodin my experience it is actually really good for chase down playstyles, especially because the direct counter to a melee player is flying up. The vertical thrust of the Gridwalker lets melee builds counterplay the counter!
@@rz3264 I don't think I've ever ran into that issue because of my playstyle. I try not to play in neutral relying on quickboosting for evasion. When I play rushdown I Assault Boost into them while using the Assault Boost's dodge to bait shots before knocking out the opponent's ACS with melee and kicks. If the opponent is smart and knows what to do, they will go up to try and evade melee, as going away horizontally will only get them assault boost kicked again or hit by a melee weapon's sweep.
Also to note, quick boost speed shown on stat isn't a plain speed by itself, it is rather an addition to the boost speed you have, so it is fine for having a quick boost speed lower than the boost speed.
Very straight forward to the point to what they do, I have to absorb all this information for a friend of mine xD (he has ADHD so I sometimes gotta do things for him or else he’s prob not gonna play the game or whatever lol)
I still haven't quite able to find the right booster for my VE-42A based heavy biped build (90000 - 100000 weight). For pve the Alula worked quite fine because it pretty much solved its slow speed issue even if the QB reload is abysmal (doesn't really need spamming QB in pve anyways), but in pvp I'm basically a stationary target that doesn't have the tanky nature of an actual tank.
I don't think I've used any booster aside from the Alula for the entire game, except maybe a couple of times. If I build right, I can use all heavy weapons and still keep my boost speed and QB speed around 330 and 365 respectively. I'm sure there are probably better options for some of the builds I use, but I can't convince myself to drop it for anything else. I see those top speeds go down and my brain panics lol.
other boosters: _exist_ Me: 'Guess I'll use alula on everything' at least I've seen KIKAKU, BUERZEL and GILLS in action, might keep them in mind, esp something like BUERZEL can be useful for some missions like Breach the Karman Line
Something that he didn’t mention that is important to keep in mind is that each booster also has a “QB Ideal Weight” stat that basically determines how soon you meet the weight threshold for a booster and take a penalty for using it. A lightweight booster will have amazing base stats, but will get a large penalty in how often you can quick boost and the speed of all your boosts compared to a heavyweight one that has worse base stats but won’t scale against your builds weight. It could still be worth having the Alula, but the “Ideal Weight” stat is easy to miss.
Honestly alula, gills and NGI 001 are my favorites. Alula on my full nachtreiher, gills on my medium reverse joint (still 320 boost/qb at low cd) to still be fast enough to keep up with those in the 340-350 range but more flexible and able to make quick and minor adjustments (I'm basically a mosquito with that one in terms of movement and annoyance factor) and the NGI 001 for my heavy (90-100k weight) tetrapod bruiser.
Great breakdown but friendly advise for next time is that you use visual representation of the part you're talking about, I think generally ppl don't memorize a part's name but instead how it looks like. And that's coming from a long time AC player, only boosters I know by name is the BUERZEL and the KIKAKU and that last one is cuz I use it wait too often and their name is simple to remember.
Agree. A screenshot of the stat spread maybe as well, there's some parts I know by their stats. I have no idea what the assault boost thrusters are called or look like, but I know that stat page when I see it.
I do think there's certain offhands that aren't as affected, like the redshift and moon blades, the coral oscilator charge attack, plasma thrower, maybe even laser lance
@@JosephRoach1 yeah it doesn’t matter really for the plasma thrower and moonlight blades, however it can make it harder to land the lance charge and it feels like it shortens the charge distance
I have been trying the Institute Ephemera AC build (the one with double Aurora) and the Gills are pretty fun to use, especially because it doesn’t use anything on the left hand except Moonlight. So, perhaps a full Moonlight build could utilize Gills.
Just a warning for chainsaw users: if you use a booster with too high of a melee boost stat, the charged hit will end up working itself over your opponent’s head. I’d recommend a booster with a good mix of efficiency and boost, such as the BST-G2/PO4. Hope this helps
@@CodenameMoodI’d rather not have to space too much when I’m managing my stagger, their stagger, and making sure I’m playing the close range mind games properly with melee cancelling and all of that. Once you release the full charge it’ll do some whacky shit if you have too much melee thrust. Also, once you plan to use the chainsaw elevation is very important. Stagger, match elevation, then attack. I’ve had the best luck playing it like that. PS get your enemy close to stagger and then charge the chainsaw. It reflects damage and you can still quick boost while maintaining your full charge
yup, ran into this problem running gridwalkers on a kasuar leg chainsaw build. Ended up swapping to the ashmeade and figured out a nice kick/charged strike/kick combo with boost cancels. Ended up running chainsaw on a tankier version of the same build with NG001 boosters and it's been working well so far. Didn't know the charged chainsaw deflected damage though, great tip!
The SPD's focus on boost speed makes it ideal for builds that want to 'strafe' without quickboosting for optimal combat performance, such as builds running rapid-fire weapons or shields, where quickboosting disrupts these. This is basically the backbone of the Shield + dual Stun Gun build you may have seen in PvP, but I also run these boosters with Machineguns in PvE missions.
IMO Alulu should be treated as the default only deviating if you have a specific usecase in mind, they are very well rounded coming in at 2nd place in multiple stats simultaneously, with the only noteworthy deficiency being the EN drain of vertical flight, but other boosters that are good at this pay heavy penalties in all other stats. The vertical drain can also be somewhat circumvented by instead assault boosting with an upward angle you will acheive similar if not slightly better height per second at almost half the energy drain giving you a booster with almost no weaknesses.
I find the jump from reverse joints also help alleviate the vertical stats of the alula. If I want full flight I'm inclined to use tetra legs or the floaty tank
I actually disagree. The Alulu has a very low weight threshold which negatively impacts QB recharge speed iirc. even medium weight builds push right through their threshold. They should be the default IF you can under their threshold but not the default in general
@@stephangg000 - it does, but it's not drastic; the weight threshold for Alula is 62,400, but even going to like 68k weight only lowers the QB reload to .40 or .45 which is still faster than a few others. There's a heavier booster I'm fond of with a weight threshold of 76k and it's reload is .50 You need to go up to about 80k weight to make the Alula's QB unusable in my opinion, it's doubled at that weight.
I would add that the BST/SPD boosters are good for ACs that want to keep performing actions without having to interrupt it with quick boost. Like keeping the scutum active, or cycling through rapid fire weapons to never stop firing. They're my favorite boosters.
As someone who is also a massive fan of lightweight builds (most of my builds use the Nachtreiher or katsura legs for a reason) it is important to also consider the generator you pair with your boosters. after all, the gills are great for dodging, but they can eat into your energy for it, so may want to ask yourself about the downtime you'll give yourself. I generally prefer Alulla, although the Kikau I have used on a lightweight melee that really makes it shine. At the end of the day, the best AC build, is one of synergy between the parts, and the strategy you have in mind. Also, as a result, anything can be countered. few things are directly worse or better in the game, but it depends on the situation. Oftentimes what you find is as Mood sort of touched on, different things are better for different strategies. I really like the laser slicer or laser dagger for a lightweight melee. and a stun baton is quite powerful if the rest of your kit is built for electricity. Of course, some things are more situational or versatile than others, so consider that. Either way, I am glad there is this video to help people understand their options! TL;DR each part synergies in different ways. and has pros and cons. Also I am glad this video is here. keep up the amazing work!
I struggled for a long time looking for which boosters to equip on my quadruped before deciding on the GRIDWALKER. The QB isn't great, but QB all too often interrupts my heavier weapons firing times so I was looking for something with high regular thrust, which is decent. But more importantly, while it's not the most EN efficient, the fast upward thrust gets me to a good hovering height quickly enough that I still have a decent enough amount of energy to hang there for a while.
I like to play heavy builds, my go too is usually the BST-G2/P06SPD because it provide the highest speed, you can keep up with lighter build if they try to run away.
Gridwalkers I find to be perfect pairing for Kasuar leg ultra lightweights. They provide high boost speed, I belive 3rd or 4th highest, behind things like the SPD and Alula, while having the best upwards thrust. Relatively medicore QB speed and reload, but that doesn't matter as much with RJ side jump compensating for it. It lets you abuse verticality and quickly create space or close tha gap, since it also has either 2nd or 3rd highest melee lunge thrust too. It's only weakness is if you find yourself hovering high in the air vs a long range laser/missile build, since mid-air QBs are not the greatest
I’ve found that the Gridwalkers are surprisingly accommodating for a *boost addiction* . They can synergize with an acrobatic playstyle, efficient highspeed engagement/disengagement, maintaining a close distance for close range weapons, and can cover enough melee distance for QB to cooldown and cancel your attack. I highly recommend experimenting with them so long as you *do not panic dodge* as well as strafe left-right to optimize your evasion
I have learned to simply use Alula at all times and if you can't make it work for you then change something else because mobility is just that important unless you are so heavy that only the SPD will do
Love the p04 boosters, wtih the right generator I can dash around like a madman with a medium build almost never running out of energy. Also while gills and others are similar however further inspection shows they use more energy to dance around and qb ideal weight also tends to be lower.
Used the Alula almost exclusively during my through my first playthrough. Then I found the V20B generator and had to really pay attention to not just weight but EN output. Generally been sticking with the Gridwalker for decent speed and aerial advantage.
I've been favoring the NGI 001, they're not the most efficient for vertical thrust, but they do it damn well on a medium weight. Solid performance otherwise.
as a chainsaw user myself, i can tell you that it's merely a skill issue. simply keep the weapon charge till you ACS overloaded the ennemy and then use, like you would a pilebunker otherwise.
I feel like I see the trueno’s basically never hit, vs songbirds will hit every time they should. I dunno what they were like before, but they never felt strong and the nerf seems unneeded
ayo, So with the new update the Zimmerman isint usable on your build now atleast for the 1 2 punch that it is however the sweet sixteen still achieves the same effect
A lightweight specialist, I respect that. I tend to like a mid-light agile frame, myself, so I opt for the NGI 001, or the P06. However, Allula and Gills are my go-to's for lightweight builds. What, did you think I only play one build? Most of the hours I spend playing this game are building mechs. My goal to make a functional build with EVERY part.
After your melee tier video I made a build with the stun baton and it works pretty well actually. Once you get the ads overload you can kick/charge melee at least twice in a row usually for about 10k damage with the secondary damage of the stun baton. I was surprised to find it so easy to do with a reverse joint build.
Excellent breakdown. You saved me so much time understanding the general ideas for each piece very well. Please do more like this! I wish I had more time to play and this helps spend less time tinkering and more time sctually enjoying my machine of mass destruction. 😅
This is like the seventh time I find out I have been doing something wrong in this game, I have beaten the game 3 times got all the endings and did every mission and never really put much thought into boosters, I just looked at the one with the highest speed boost and chose it
I saw a comment that said they didn't like using the GILLS because the cost was too high, offset that with a high cap gen like the VP-20B and you're damn near unhittable. But you didn't explain QB ideal weight at all, that's a very important stat that I'm sure many people don't even look at. I used the Alulas a lot too, then the ideal weight started to annoy me. The GILLS booster ascends faster WHILE using less energy and has a slightly faster recharge time with a higher weight threshold. The quickboost itself also doesn't use as much energy but doesn't travel as far. It uses less energy during assault boost but doesn't fly as fast. Where it really pales is the melee thrust, but I assume that won't matter if you're a gun man like me lol. I've been using the NGI 001's lately, appreciable quick boost stats with a nice melee thrust as well. If I'm taking a bit of time between matches, yes, it's because I'm refitting the entire mech for the runback lmao. After you learn the game, everything just melds together and you know what can be used with what for what situation and what build, AC6 is the most fun I've had with a mech game for a very long time. Hopefully this gets more people into Mechwarrior, elaborate build system as well with tougher aiming.
The P10 has a use case in some RJ builds. It has super low EN cost on quickboosts and you get to offset the poor quickboost performance with jump distance giving you a surprising amount of sustained mobility. It also saves you a decent chunk of EN load and weight as well which is more useful on RJs than anything else.
I like to discuss a little bit more about Kikaku and the right choice for a melee build... The melee thrust makes no sense, but, even mastering the melee dash cancel, is worth the lack of other stats? I tried many times and the difference in playstyle is huge but... I can't take a decision
Nooo! 😢 You walked back the Stun Baton... It is, in fact, pretty good. Your tier list actually gave me more confidence to use it. It's certainly not the best opener, but the cooldown is best (second to Laser Dagger) and comboing after an opener that staggers does a ton of damage, not to mention the discharge build up. I do think it requires an opener and it is situational, but I've had good moments in pvp (and pve easily).
I didn't walk back on it, I still think it's S tier by potential. I blame the netcode for making it unusable, it's just so buggy and barely hits sometimes. But if it works, it's S tier, hands down.
Indeed, I think many people dislike it due to the fact that it's situational. however, you are right, it is not the best opener but is a good lightweight option for some damage and pressure. I personally am just not the best at it, but in PVE it is great at S-ranking things.
The question is is there a “hard cap” on speed since QB speed is also affected by jump perfomance of your legs One thing I know I made a lance build that goes 1000mps? Max speed
The video would be more useful if rather than giving us a screenshot of the name and the stats you gave us a screenshot of the particular booster. The boosters look very distinctly difference but when it's just a screen of numbers and letters and a name we won't remember it's harder for some people to get useful information from this.
100% flail best melee in game, well not really but its so fun to use. osc tricks + butta + moonlight are just better picks moonlight does more damage more radius and longer range, BUT it does look like a yoyo and stun like a truck hit u.
I wass only using Alula before, but because I usually favor reverse joints, I don't QB often enough to take advantage of the hop that the legs give when you QB to warrant the low cooldown. So I changed to the IB-CO38, better QB distance because of the higher duration and have a great upward thrust making pretty fun to jump and fly up prerty fast.
Dual gats and dual solo micro missles, think my total weight is 72tons so i think its midweight? idk, use the gills with the heavy boi generator and pretty much full offensive and scare players off with my strafing moves, rarely run out of energy.
Might be a weird application but plasma thrower for me seems to work better than most melee when playing on a laggier server with dodge registration issues mayhaps since you don't gotta' actually hit them in the face. Not contending much a point, but making a note for people wondering about it since I use it constantly!
Somewhat relevant to this, I'm confused by the movement stats on tank treads... The thing is, how are you meant to compare your mobility with the tank legs with anything ELSE? You don't GET any kind of mobility/movement speed stat on leg parts as far as I can see, and comparing directly to a booster doesn't seem to work either. I don't think we even have an overall movement speed stat on the AC stats page. Am I misunderstanding?
I agree, it would be nice if the tank stats showed booster stats like older AC games did. I currently just use the "total stat" page when figuring out tank speeds. Look at what it does to your total speed stat and the total weight/energy reserve stats. Its not the best option but it works for me.
You have an overall speed stat on the screen the wheelchair legs has the best speed in the game of course downside it has mid performance on almost everything except its QB EN consumption
@@lesslighter Is that directly equivalent to the tank leg speed stat? What we need is an overall speed stat for the AC that would update when you select new equipment, just like everything else.
I've been experimenting for a minute and I play a lightweight with EN efficient parts that ends up being closer to medium because of the weight of my gun choices and am having trouble deciding on a booster/generator combo. I drift between the 2 lightest cores also. Anyways my top priority is being able to "quick boost when I need to" I hate bottoming out EN to the point where coral generators end up not being the best for me. I don't like ever being unable to quick boost or having to recharge... Suggestions? Booster/Generator.
I'd say use the Ling-Tai Generator for its incredible EN recharge speed + the Gills booster for their amazing QB reload time as well as their low QB EN consumption.