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I wish blades were like in AC4 and 4A. Fond memories of blade duels on the satellite dishes map. People would pare off and duel, blades only, while others would spectate. Each leg type would swing a different way. Aaaand then there was the donkey punch! Oh, and that's where stabilizers came into real play. What a great version. You could dual wield blades too, which is a shame they didn't keep that. The older AC games only had left arm melee. It's interesting to see how all the other games have influenced this one. All in all I really like it! You did a good review too, ill check back for more.
I mean with the stagger system, even the pulse blade you start with deals a shit ton of stagger damage on top of damage. Dual-wielding melee is busted considering how powerful melee weapons are in this game.
Personally I use light treads dual wielding linear rifles (Harris) and the best close range FCS in the game. Combine with your damage back weapon of choice to exploit staggers from the rifles. It beats pretty much everything except super high tetrapod fliers. For those you have to change up the loadout a bit, maybe put on a longer range fcs and so on. Your best bet is to line of sight them until they have to land then go in for the kill. But this is the matchup where you're at the biggest disadvantage. Any bipeds that aren't super long range specced just instantly lose. And even those you can usually chase down because light treads are disgustingly fast for their weight class as long as we're on (or near) the ground. Super heavy tanks are the most even matchup. They are heavier (thus have better defenses) than you, but you have better mobility and juking firepower. I usually win, but it's a very skill intensive matchup where you have to utilize your mobility to avoid most of their damage. I think I've lost maybe two games total, out of like 50 or so (ignoring team games).
Great video, keep it up. I'm trying to make a laser focused build using the melander as a base but having some problems with how to approach it. After completing the story 3 times using pretty much the same mech with some variation, I noticed laser weapons are quite bad at building and maintaining the stagger bar. Right now I'm using the medium laser rifle with the dagger and diffuse laser canon on the back. The only advantage I can see from using the canon over the spread bazooka is a slightly lesser recoil as the bazooka is lighter, more energy efficient with bigger damage and impact. The longer range of the canon is hardly a positive considering how unlikely it is to hit someone further than 200. I'm also evaluating how much benefit the generators focused on energy weapon performance are. The stronger has such a low output that it strongly limits what weapons I can bring while the second best is very heavy and places a high burden on the speed stat
I would caution against categorizing builds by skill, not because it's stigmatizing or toxic but because it's not an entirely accurate or practical distinction. In truth, builds fall on a spectrum of acute specialization and broad specialization. Builds with acute specialization rely on a specific strategy and are highly effective in specific conditions but vulnerable in others. Broad specialization builds give up focused effectiveness for adaptability and efficiency against a variety of opposing builds. For example: double gatlings double songbirds are acutely specialized in rushdown and are vulnerable to zoning. Meanwhile quad missiles are acutely specialized in zoning but vulnerable to rushdown. However, gatling missile songbird has a broadly useful set of weapons and can apply either of the previous strategies but will be less effective than either build in their respective ideal encounter circumstances. I'm sure you'd illustrate something along those lines in the next video, but it's best to avoid outlining misleading paradigms. For reference, the most effective build I play is shotgun dagger bullet orbits. By your definition that's on the high end of the skill spectrum. But I assure you my build doesn't require any skill lol.
These categories simply list how easy it is to pick up a weapon and play with it. The more complex a weapon is, the higher the skill needed to make use of it.
Quick question, how are reverse joints mid skill if they require far more dexterity to use properly since they stagger easily and have no armour? Shouldnt that make them harder to use properly and hence require a higher level of skill to do so?
They are in a weird position right now, but not to say that a good player can't make them good use of them as well. They just need to take advantage of a long/mid range weapon and constantly hop around.
@@GloriousGEOdo you best to give your opinion on and or give advice on how to use Flame Electricity Shields How points in pvp are given Heavy biped vs tetra Preferred energy and booster styles. Everyone always seems to go for the one with max quick boost speed but if have success with the max thrust speed as well as increased upward en Costs/speed
I’ve been getting the hang of pvp, but I hate seeing the amount of reds in my match history (skill issue for single matches)… Dummy question, is it normal/common to go on a losing streak at times? I think my w/l ratio for singles is atrocious. x.x
It really depends on your build to be honest. If I'm using a strong build, I'm getting a very long win streak. If I'm not using a strong one, it can be mixed. I can recommend a good build for you depending on your play-style.
@@GloriousGEO Oh, I would love a recommendation! I’m in between light and heavy build, probably a medium build with fast speed and pace. I’m currently running the Steel Haze Ortus set with the Melander C3 head; weapons are dual Ransetsu with 4x vertical launcher and 10x horizontal launcher for shoulders; P06SPD for boosters and VP-20S for generator.
@@GloriousGEO Oh thanks! That one match against that dual Zimmermans, you handled really well. Every time I see a dual Zimmermans user I’ll just get intimidated, especially when they QB or AB towards me. x.x