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Armored Core VI Stats Explained | All Parts And What They Do | AC6 Guide 

Doms Roundtable
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Which legs should you use? Which weapons are best? Let's break down ALL of the stats for every single part on your Armored Core and figure out exactly what everything means in Armored Core VI!
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Chapters:
00:00 Intro
00:47 Core Stats
04:02 Generators
05:26 Expansions
06:24 FCS
07:25 Booster
09:10 Legs
12:04 Arms
13:21 Core
14:43 Head
15:39 Ranged Weapons
20:30 Melee Weapons
21:57 Back Weapons
24:31 Shields

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14 июн 2024

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Комментарии : 245   
@EverydayLegend
@EverydayLegend 9 месяцев назад
Assault Boost *should absolutely be used in combat* as it not only reduces incoming damage when you perform it, but it increases damage dealt during flight.
@TheNomadProphet
@TheNomadProphet 9 месяцев назад
Yeah I wanted to mention this - it is named 'Assault Boost' for a reason. That big attack helicopter at the start is very easy with AB and a sword...
@montgomeryfitzpatrick473
@montgomeryfitzpatrick473 9 месяцев назад
I know a mission will come I'll have to change but strongly riding an AB sword build
@tonsofsodium6641
@tonsofsodium6641 9 месяцев назад
You can also get a kick move to end it iirc, which seems pretty good against both ACs and smaller enemies.
@vvs6433
@vvs6433 9 месяцев назад
Yup and there is also boost kick that hits like a truck, its basicaly sword you can equip for free.
@jeast9648
@jeast9648 9 месяцев назад
Kick helps with that. You should use kick often.
@silbury2325
@silbury2325 9 месяцев назад
Target Tracking is more how quickly your arms will point your weapon where your aiming computer wants it to go. It's a subtle but important distinction: If anything stands still for long enough you will hit it 100% of the time. The AORTA generator's meta is to dump your EN because emergency recovery is faster than waiting for the charge lag. It flips the meta from avoiding EN dumps to incentivizing them. FCS assist stat values ARE INEXTRICABLY TIED to target tracking. The target tracking value is a base stat that is modified by the FCS assist values. Tank legs are currently the low skill legs, since they run circles around opponents while spamming high impact weapons with no pausing or recoil. Their only real drawback is their poor aerial combat, which is not nonexistent. Direct Hit Adjustment is modifier to base weapon damage, not necessarily a flat damage value dealt to a staggered enemy. There are weapons with lower adjustment values than their base damage. This is obviously not a decrease in damage or many weapons would be stupid choices. Weapons with heat/cooling mechanics do not inherently lack a magazine. The curtis rifle is a good example of a hybrid kinetic weapon that can be charged to increase the damage of a single shot which incurs heat. It still has a magazine, and both mechanics are in play simultaneously. Heat and magazine mechanics are not mutually exclusive. Charging a weapon increases its recoil, which biped legs and bird legs must brace for, necessitating that they stop moving when firing. Weapon bay installments are not niche. They expand the loadout opportunities to choose from. Most shoulder weapons are burst weapons, in that they fire a brief salvo and have lengthy reload times. The majority of arm weapons offer sustained damage, and many arm weapon functions are cannot be duplicated by shoulder weapons. If you want a laser blade AND a machine gun AND a shotgun, and would not benefit from 1 or 2 shoulder weapons, weapon bays allow you to still bring more firepower without being constrained to two arm weapons and two shoulder weapons. If you primarily use melee attacks on staggered enemies, your left arm is not doing anything for most of a fight. You can swap to a left handed gun for a double trigger style and switch back to your blade when appropriate.
@iiisixstringiii8285
@iiisixstringiii8285 9 месяцев назад
This guy sounds like a Veteran Raven! Thanks for all the info.
@cabellism
@cabellism 8 месяцев назад
@@iiisixstringiii8285 Weapon Arms was OP broken shit in AC4A for a good bit.
@observingrogue7652
@observingrogue7652 6 дней назад
@iiisixstringiii8285 I'm playing the old trilogy of AC Nexus, Ninebreaker, and Last Raven. I love weapon arms. They can be devastating for fighting another AC, but only 1 maybe 2 ACs. They are lighter then normal arms holding projectile weapons, and can both fire at the same time, with one button press, great for hand comfort, but when empty, you can't drop them. And for big missions, the only unlimited weapons, that you don't really have to worry about ammo, are energy blades, the energy blade-arms, and the energy Exceeded Orbit drones, that recharge ammo when you put them away. I don't know if there is anything like weapon arms and energy EO in AC6. But it's looking like I have to get used to dual-weilding/double-trigger. I already dual-wield with R1 and R2, and boost with L1. But it's very uncomfortable for me to attack with R2, do to a hand condition. Maybe there's a mod to dual-weild with one button, or, I just have to glue or tape a stick or something to R1 & R2, and pick the right controller for that. I've seen there are back weapons in AC6, the behave like the EO drones in the old games. But I don't know if their ammo recharges like the old games. And the Weaponsbay feature is just like cycling through weapons in the old games. So if someone is used to weapon arms, EO, and cycling to a dual back weapon, or to 1 back weapon with nothing or an antenna on the other back. Then they can replicate that somewhat in AC6 with manual targeting, and everything else I described. It also seems like the aiming window dosen't change size with FCS. So to practice for AC6, I should only use the small windows from Sniping Rifles and NarrowDeep FCSs. And because Fromsoft were real azzh0les back then. In the Nexus generation, dual weilding is so frustrating, because not only is the aming window & range reduced just from holding projectile weapons in each hand. But also, there is a delay with the left arm, because it is not always pointing where you are looking, like the right arm is. And, on top of everything else making the Nexus generation so frustrating. How easy it is to overheat, how easy it is to run out of energy, blades force you to dash forward on the ground, human-plus/Op-Intensify is unavailable to the player without hacking, making the vast majority of back weapons useless to fragile & agile builds, because anything not rockets, missiles, orbit-cannons, and antennas, IMMOBILIZES you for many seconds just to fire them, no crosshairs for manual targeting weapons like rockets, instead it's the stupid horizon animation. On top of all that. What makes me prefer weapon arms over dual-weilding, and even over blades. Is the dipsh!t developers mapped the Left arm attack button, to also being the switch button. Soooo, you may not be able to use your left arm weapon in a doorway, because the game thinks youre trying to activate a door, or worse, you may end up accidently shooting or slashing a tank of fuel, just trying to dissarm the b0mb on it, with the same button. And there is no way to separate those functions, other then using non-blade weaponarms, that leaves the left arm button for just activating switches. The Nexus generation trilogy is difficult for the wrong reasons. Just nerfing and messing with the player. And even though a vast majority of back weapons are basically unusable for high mobility builds. Other characters in these games, still have Human-Plus ability to use them while moving. I will forever hate Fromsoft for that. I shouldn't have to get a hacking device for PS2, or hack PC emulation for that, just to make this trilogy fair, and actually more fun. So much of those 3 games, is just building around the stupid BS the devs did to the player. I wish they would just let us buy Human+ for billions of credits, or did some special mission. That would have been better, then what they did to us, and better then the BS of the older games, where you purposely have to go into debt, to be experimented on into being a Human+ cyborg. What the F were they thinking?
@Aloofasf
@Aloofasf 9 месяцев назад
Assault boost can be super useful in combat. It's definitely meant to be used if you know what you're doing, also it has some damage negation. I wouldn't totally write it off
@ryanj9879
@ryanj9879 9 месяцев назад
It also adds dmg to some wpns namely melee I thought
@Drakrylos
@Drakrylos 9 месяцев назад
4:58 That's actually wrong, the two Coral generators may take a long time to regen energy while you still have some left, but a massive benefit that they have is the fact that they recover almost your entire energy bar in a second or two from empty.
@rod99ttett90
@rod99ttett90 9 месяцев назад
This I was going to make the same remark
@ghoulbuster1
@ghoulbuster1 9 месяцев назад
It actually INSTANTLY fills a percentage of the bar when empty, the big advantage of this generator is that you can use energy only builds without penalty.
@Drakrylos
@Drakrylos 9 месяцев назад
@@ghoulbuster1 Yes, that's what I said.
@Vipus2501
@Vipus2501 9 месяцев назад
Get that kick upgrade and experience the wonders of introducing your foot to the enemy's face during a assault boost.
@KageRyuu6
@KageRyuu6 9 месяцев назад
Regarding Booster stats, the QB Reload Ideal Weight is by far the most important stat as it directly effects your QB Reload Time, ie how often you can dodge. Now given your build, I'd recommend the BST-G2/PO4 as that'd drop your QB Reload to around .65 seconds which would do far more for dodging enemy attacks than 30 Boost Speed or 15 QB Speed. Firearm Specialization does not affect Guidance or Lock On, only Target Tracking, which is of no use to Missiles. This can be tested using the Wrecker arms, which have the lowest Firearm Spec while using the Handheld Missile Launchers, which have no issue hitting the Trainer AC when fired in succession to bait out its dodges, the same for any other arms. Regarding Weapon Bays, if you begin reloading or overheat a weapon, the reload and cooling will continue even when swapped out. So, they are wonderful for both small mag and energy weapons.
@NovaBlazerZX
@NovaBlazerZX 9 месяцев назад
Assault boost is also very useful. It's a solid approach tool for melee, can dodge certain projectiles easier, and it eats less energy than spamming quick boost for what it's intended for, especially vertical approaches. Kicking enemies is also good free damage, shield break, and stagger build up. You can stunlock your target too with spamming assault boost kicks if you have the energy
@ivy7919
@ivy7919 9 месяцев назад
while assault boosting u deal increased impact damage and take less and also get access to the kick which is a very strong stagger builder with decent damage that improves the heavier your AC is, assaulting boosting has its place in combat, its just like everything in this game it comes down to your timing and decision making. its not *just* for traversal altho its plenty useful for that. you can also quick turn 180 and assault boost away from a target to quickly create distance if theyre charging up something like assault armor. you can be creative with it, theres more to the game than just tetrapod hovering lol
@iiisixstringiii8285
@iiisixstringiii8285 9 месяцев назад
Is comments like this that make me believe half of the information we need comes from the video, and the other half of info comes from the comments. I always read the comments on guide videos, bc sometimes, the info found there can be as good if not better than what u learn from the video. So, thank you.
@KABLAMMATS
@KABLAMMATS 9 месяцев назад
​@@iiisixstringiii8285if you pay attention, all of these are actually explained in game, try reading, it's really helpful in ac6
@pacman5800
@pacman5800 9 месяцев назад
As someone who just bought the game and was very hesitant on purchasing armor core 6. Since I have never touched an armor core game ever. So just now, I'm experiencing it. I know absolutely nothing about the stats or parts or anything I was completely lost when starting up the game. So this has really helped give me a better understanding of everything. I really appreciate your video!
@notafortnitegamer
@notafortnitegamer 9 месяцев назад
you will punch the wall very hardly once you meet cel 240
@pacman5800
@pacman5800 9 месяцев назад
Yeah that's what I've been hearing. That some of the bosses in this game have made people uninstall the game
@darx8181
@darx8181 9 месяцев назад
The stat explanations are very good, and definitely a good thing to learn, but try to ignore the personal opinions in the video, they are subjective takes that sound like hard facts the way they are presented. A good example is weapon bay. Flat out saying “Don’t use it it’s bad” is a horrible take, there are many ways to use it effectively. Also Assault Boost, definitely use it in combat once you figure it out, it’s very good
@montvna
@montvna 9 месяцев назад
@@darx8181 quality over quantity
@ThePhOeNiX86
@ThePhOeNiX86 9 месяцев назад
​@pacman5800 try try again and iff you faill rerun missions and build for the boss you'll find later also more options for pvp
@emperor_prime2011
@emperor_prime2011 9 месяцев назад
Actually the pile bunker is one of the best weapons in the game. Especially when used in tandem with the laser lance (you need the weapon bay upgrade for this). With maxed out melee and direct damage specialization the pile bunker can kill almost every damaged AC before they even have the chance to use the repair kits. The highest damage I ever seen was 10348 damage on one charged attack.
@ARod3
@ARod3 9 месяцев назад
How does it work? What’s the ideal build set up armor and weapons.
@emperor_prime2011
@emperor_prime2011 9 месяцев назад
@@ARod3 Use the AA-J-123 Basho arms as they boost melee the most and AB-J-137 Kikaku booster since it has the highest melee attack thrust. For the right arm weapons I prefer the Zimmerman to stagger enemies for which the laser lance alone isn't enough. Make sure the generator has enough output and capacity as melee attacks consume energy and you don't want be out of energy when you're right about to hit the staggered enemy with the pile bunker. The rest of the build depends on your liking.
@dylanwarner6035
@dylanwarner6035 9 месяцев назад
The coral generator is a actually really good if you red line your energy, it will like instantly fully recharge your bar rather than quickly refill
@tofu3d
@tofu3d 9 месяцев назад
The 2nd generator you showed off (Aorta) also has 2 important bonus stats you did not mention: Post-Recovery EN Supply - Amount of energy recovered after going redline, not through regeneration. This can be great for bipedal/tetrapod aerial builds and if you aren't very good with energy management because you can mostly ignore regen with this. Energy Firearm Spec. - This will boost your energy weapons.
@Jasonmakesvideo
@Jasonmakesvideo 9 месяцев назад
This thing made my life so much easier
@nimbusws2566
@nimbusws2566 9 месяцев назад
Does energy firearm spec affect melee weapons like the pulse and laser blade? Or only. Well. Firearms?
@Promethasean
@Promethasean 9 месяцев назад
Came here looking for this comment. “Good in short bursts” bruh I redline my EN so fast in my reverse joint build and the generator goes hard with that resupply
@aralanstradivari2841
@aralanstradivari2841 9 месяцев назад
A fun fact, with the Aorta, and some heavy weapons, and some decent efficiency, you can attain nigh-perpetual flight with bipedal and reverse joint builds. Like, one example is using songbirds, as by the time they reload, you are run out energy, and by the time they stop firing, you have more energy. While maybe not the best for combat, it is pretty great if you want to be cheesy or just never touch the ground
@scragglie
@scragglie 9 месяцев назад
thank you for explaining this, ive been using this generator because it makes my boost color red, and i would get so confused, sometimes it felt like my boost came back super quick but sometimes unbelievably slow, now it makes sense why. this generator is lowkey OP.
@thedeadp00l80
@thedeadp00l80 9 месяцев назад
One thing I say about assalt boost is that you use it in combat. If you are a blade fighter. And can side boost and boost turn
@nhall129
@nhall129 9 месяцев назад
It was also insanely useful for me in the final boss of Ch.1 to avoid the missile barrages It also enhances all attacks during it Honestly its quite good in combat
@Lani133
@Lani133 9 месяцев назад
​@@nhall129and you take less stagger damage while using it.
@czaetc.8743
@czaetc.8743 7 месяцев назад
building an AC that not only perfectly fits your playstyle, but also looks badass af is so much fun, wasn't super into trying out new builds at first, but now, half way through NG+ I'm trying out everything. Can't wait to get some Coral weapons.
@JohnFester
@JohnFester 9 месяцев назад
Yes!! I love your videos and been a fan back throughout ALL of the ones you did for Elden Rings, big fan of yours. I’m thrilled you’re covering AC VI now also and looking forward to all the tips and tricks you put out, like this one. Cheers and thank you!
@geraldduncan1552
@geraldduncan1552 9 месяцев назад
Weapons bay is useful for any double rifle build that wants to bring a sword. Ballistic weapons have excellent direct hit modifiers, so having a sword to build stagger is handy. The right shoulder can mount a normal shoulder weapon, in my preference a missile launcher or grenade cannon to add another weapon good for building stagger.
@Valzack
@Valzack 9 месяцев назад
I saw someone using the bay for a Piledriver in case he ran out of ammo, quite smart.
@dalimoreomali2994
@dalimoreomali2994 9 месяцев назад
@@Valzack Stumbled on a stupid combo: Plasma Lance to close the gap and stagger enemy and then Piledriver to punish the stagger. In those multi-phase AC fights (when they heal) landing that combo is usually a phase ender, often dealing more then 50% of their health bar.
@kevinhadj9714
@kevinhadj9714 9 месяцев назад
Weapon Bay is good for switching out a blade or a launcher (grenade/rocket), for a more regular gun though, mostly for the left side. For instance dual wield machine gun while still having a melee attack.
@VisonsofFalseTruths
@VisonsofFalseTruths 9 месяцев назад
It’s also useful for swapping between melee weapons as they go on cooldown, or just having more options without the weight and energy drain of shoulder weapons; my all purpose biped AC uses an AR in his right hand but keeps a pulse gun on the right shoulder for eating through shields.
@skeltaldelegate5408
@skeltaldelegate5408 9 месяцев назад
26:05 I don’t think it is that niche, actually this upgrade is what allowed me to beat the last 2 major bosses much easier, as i could dual MG them to stagger then swap my left MG to a blade and 2x combo, and theres even more you can do from there.
@Respicience
@Respicience 9 месяцев назад
I love pilebunker, I use pulse blade and the duel grenade lancher to stagger enemies, swap to pilebunker at the start of the stagger then deal a massive finishing blow, though I'll l admit the timing and spacing can sometimes be tricky but, it's very satisfying to pull off especially in pvp.
@asianpowerranger1361
@asianpowerranger1361 9 месяцев назад
exactly why weapon bay is a good os upgrade. also I also use this loadout its so fun to watch ur enemies healthbar just instantly drop.
@EmissaryOfSmeagol
@EmissaryOfSmeagol 9 месяцев назад
Very informative, thank you for your hard work!
@oolacilian
@oolacilian 9 месяцев назад
Just started AC6 and this will inevitably be a necessary reference. thank you and have a great one!!
@Lyth13
@Lyth13 9 месяцев назад
The weapons bay upgrade is actually quite useful for melee weapons. Allowing you to take a more general use one like the pulse blade and then switch to something more situational like the pile bunker when you need it. Or you can also use it to cycle between melee weapons while waiting for one to recover its consecutive hits
@Zfighter218
@Zfighter218 9 месяцев назад
I like having a pulse blade in my bay, I break the target with twin pistols then quickly swith to the blade, deal chonky damage, the switch back. Plus in longer missions it's always great to have a melee back up for when you run out of ammo I miss AC: 4A hanger units.......
@therealbahamut
@therealbahamut 9 месяцев назад
Funny thing about the Aorta generator: it's actually MEANT for you to empty your energy bar because once it's regeneration DOES kick in, it basically recovers the entire EN bar instantly. It's a weird and powerful generator but I can't say I'm a fan of how it demands brief but intense energy usage followed by lengthy pauses. If an AC is built to somehow offset that high delay on recovery it might be really good.
@jordy4054
@jordy4054 9 месяцев назад
love your clean positive vibe in your videos man. keep up the good work
@wolffish4040
@wolffish4040 9 месяцев назад
Watching your videos on AC6 gives me the motivation to join the ravens in steel and soul. See you on the wall.
@julioguadalupe6935
@julioguadalupe6935 4 месяца назад
Super helpful. Thank you 🙏
@HARaZAC
@HARaZAC 9 месяцев назад
That Aurora circular generator is actually really good because it's designed to be bottomed out and then it regains 3/4th of it's Energy after depletion
@RuTube981
@RuTube981 9 месяцев назад
This video was so helpful. Thanks!
@hunterjax1
@hunterjax1 9 месяцев назад
I really appreciate all the work you put in. You make amazing, educational content on great games. Only thing I say would be incorrect is on not using Assault boost in combat. You didnt make an exception but there are several i would say. Using several of the melee weapons without AB into position is just not using your kit. General following highly mobile AC's and bosses when you have close range builds. When you cant do anything at range, you have to stay close with AB. In Pvp especially but most encounters positioning is crucial and sometimes you need to change position quick. Find cover, reload, reset EN. Repositioning quickly to disorient other players catches people off all the time. Some of the maps allow this and AB use has paid off heavily for me in combat in several situations. I love your guides. Found you right after i finished my first playthrough of Elden Ring. You make great content. Cheers
@Swiftduck00
@Swiftduck00 9 месяцев назад
I use that giant coral generator in every one of my builds. You actually WANT that generator to run out of energy because it will recover most of ot's energy in about 2.5-3.5 seconds depending on your other modifiers, whereas if you simply stop using EN in order to recharge it, it will still take 3 or more seconds to start refilling but will recharge starting from where you emptied it to instead of getting a giant instant refill of most of the bar. I believe this is the effect of an "advanced" stat listed in the details of generators that I can't remember the name of. Either way, that generator is so much better than every other generator for pretty much every playstyle that I have seen no reason at all to use anything else, and I've definitely been trying to use the other generators for their EN weapon multipliers or their chinesium recharge rates. Nothing compares to having 20 QB worth of energy that you can recharge in combat easily as long as you're paying attention and setting yourself up to touch the ground for three seconds. A little bit of training yourself to pay attention to your EN management can unlock a world of unlimited energy, and assault boosting 50km on one EN bar. Or staying in the air for literally 2 minutes as a tetrapod.
@xlunasangrex7444
@xlunasangrex7444 9 месяцев назад
Thanks for this!!
@khaeosz
@khaeosz 9 месяцев назад
Thank you, Dom!
@miinyoo
@miinyoo 9 месяцев назад
Got the coral gen backwards. Takes 4 seconds to start recharging when not depleted. It's the gen you want to redline all the time in a sort of rhythm to perpetually fly and have dodges pretty much always up. But it can also make you very predictable and gimp your AB unless you're always using it from the full charge. It's good but definitely has its trade offs and needs good skill to use well as it makes timing things and taking advantage of opportunities less consistent unless you're the one controlling the flow of battle. Where it's not so good is on the ground or with reverse joints. You're just not spending as much energy to stay airborne. Quick to start and overall faster recharging gens are better. You don't have that gap in energy because you're managing it. Can AB more consistently. Redlining can get you killed if you're in a bad spot.
@gungrave818vn
@gungrave818vn 9 месяцев назад
very detailed information, you have a new subscriber 😁👍
@lazarious5424
@lazarious5424 9 месяцев назад
Reverse joints are my favourite boosting around like sonic is fun as hell though its not optimal its the most fun
@rupertcortes3980
@rupertcortes3980 9 месяцев назад
9:57. Good lord the Tank Legs can Fly.
@Donfugazi
@Donfugazi 7 месяцев назад
Good job! Thank you so much.. I love your coolnest
@Boomer3131
@Boomer3131 9 месяцев назад
Superbly explained, i thought i understood the stats but turns out after watching your vid, that I've barely scratched the surface. Thanks a lot bud ! +sub from me
@brooksrobinson7246
@brooksrobinson7246 9 месяцев назад
Lots of little details in here are incorrect and even more complex! Beautifully complex game
@colebowman2833
@colebowman2833 8 месяцев назад
A fair bit of what he said here is wrong...
@MonkeyHero
@MonkeyHero 9 месяцев назад
Well done!
@nicholasqualters
@nicholasqualters 9 месяцев назад
If you are looking to make a melee build the weapon bay is essential. You can cycle your melee cooldowns effectively my fav is laser lance into piledriver. If you land the whole combo you stamina break as it ends swap to the pile driver to do a charged follow up for massive damage
@alexspain9103
@alexspain9103 8 месяцев назад
The Aorta, and the other coral generator, are designed to be fully depleted. They take 5s to recharge when partially depleted, but recharge to full after just 2s if fully depleted.
@fernandozavaletabustos205
@fernandozavaletabustos205 9 месяцев назад
Thank you for making this guide for newcomers!
@COREcasual
@COREcasual 9 месяцев назад
Thank you!
@knumbtv
@knumbtv 9 месяцев назад
So the Aorta, isnt meant for you to "manage" your EN Supply. If you look at the post-recovery its 2000. Meaning when you run out it will be 1-2secs to 70-80% energy back. Those generators are meant to be tapped out to recover ALOT faster than more gens. In theory you can fly forever with those corals if you use kinetic weapons that give push back.
@Nauct
@Nauct 9 месяцев назад
LOL "Assault Boost shouldn't be used in combat" Literally used it on every boss with my melee build You know you have a dodge during assault boost right, you just tap left/right and you dodge. Or just quick boost out of it
@derek96720
@derek96720 9 месяцев назад
Yeah that' was weird advice. Assault boost in the best way to get to aerial bosses or to get behind their backs for damage modifiers.
@aralanstradivari2841
@aralanstradivari2841 9 месяцев назад
The weapons bay attachment is actually quite good for lighter builds, although often I have it set where I can swap my melee out with a gun, and then have my right shoulder weapon open for any missiles, cannons, launchers, etc. this way I can maintain perpetual pressure, even when my melee is in cooldown. Plus, it can be good for having some versatility in terms of weapons. Like having dual shotguns on standby, or just for the sake of saving weight but not losing overall firepower. In short, if you know what you’re doing, it’s great
@kybalion5205
@kybalion5205 9 месяцев назад
Pile bunker used after youve staggered the enemy for big damage. Its properties are different from the pulse blade which is used to build up stagger
@38crippler
@38crippler 9 месяцев назад
Pile Bunker also has some of the most damage and speed in exchange for its terrible hitbox. You can use the light attack pretty reliably because of this, even though heavy does a billion damage I've had it miss point blank on stunned targets since I wasn't touching them.
@bigpapapage7165
@bigpapapage7165 9 месяцев назад
I really need an OST chip build video please! I’m having trouble comparing the value of each chip type
@entropy616
@entropy616 9 месяцев назад
I use weapon bay for left right hand vvc760pr & vp66lr combo with a light weight mech, they overheat at pretty much the same time when I would just switch to a different pair on the back, allows me to non-stop button smash consisitently chewing most bosses down while focusing on movement.
@tampidrummer
@tampidrummer 9 месяцев назад
Its you!!!!!!!! I wqtched you all last summer to help me through elden ring! I cant wait for this adventure! Congratulations to all your success 🎉
@shonuff7612
@shonuff7612 9 месяцев назад
Been playing Armored core for over 10 years and never knew what FCS stood for 😂
@iph2
@iph2 9 месяцев назад
So when building a mech where do you start ? With weapons wanting to use ? Your chip set close far ect ?
@samb123078
@samb123078 3 месяца назад
Hanger bay allows for almost no downtime in dps. This is because the weapons in the bay reload/cooldown when stowed. Also, vertical launch should weapons are great, unless you’re in an enclosed areas. In which case they are useless because they hit the ceiling instead of the target.
@d9_1056
@d9_1056 9 месяцев назад
Thank you for that
@ThePhOeNiX86
@ThePhOeNiX86 9 месяцев назад
You should use the aorta generator on your tetra it takes some getting used to but if you hover all the time it's the way to go because when you hover high usually by the time you fall when your energy hits red it already refills.
@observingrogue7652
@observingrogue7652 6 дней назад
You forgot to mention vertical missiles, and other missiles that don't just fly straight, maybe useless indoors. And the Weaponsbay feature, is for people who are not interested in the back weapons, like veterans who want to replicate the old manual aiming playstyle and button-mapping. Weaponsbay is also for people who prefer hand weapons, like the handguns that are lightweight and hard to dodge, or, are doing a challenge that excludes back weapons. Then, there's people who love dual-wielding, but need a blade as backup, when they run out of ammo. Then theres people who carry two blades, so they can cut with one, while the other is on Cooldown, or not right for the situation. There are many different play styles & strategies. I dont think anything is ever useless in an Armored Core game.
@mallow2902
@mallow2902 9 месяцев назад
Weapon bay was vital to my build through most of my first playthrough so, no, it's not useless.
@rustynuts89836
@rustynuts89836 9 месяцев назад
Been playing this all weekend. Game is enjoyably hard
@allinairhanson6886
@allinairhanson6886 9 месяцев назад
Weapon bays can be extremely good, as weapons in the bay will cool down and reload, meaning you could switch out as your weapon overheats or runs out of ammo to have zero downtime, or just have double melee weapons to eviscerate your enemy
@RedPandaGod01
@RedPandaGod01 9 месяцев назад
Assault boost should primarily be used in combat. Rather then making you easier to hit as you said, makes you hard to hit from most directs aside from the front, however you can dodge forward attacks well assult boosting as well, assault boost also lowers the damage you take from impact damage, such as melee attacks and collision, though it also fully nullifies recoil damage taken from when collision if you assult boost in to a target who is not attempting to ram you, additionally assult boosting in to a target does enough damage to destroy many mass produced units, with can be done back to back to destroy whole groups of fodder enemies with out wasting ammo, or w8ing for melee cooldown if you can a melee weapon, combined with the previous fact that you don't take any recoil damage from assault boosting I'm to a target making assault boost a very useful tool to improve melee combat and even make up for a lack of melee weapons, however on top of this you can unlock the ability to boost kick as part of an assult boost to do even more damage, being able to 1 shot pretty much every non AC or Boss enemy, and doing a good amount of damage to AC and bosses, well also inflicting high stagger and knock back, it's even able to extend the stagger time of some enemies by kicking a staggered enemy knocking them back and resetting the stagger time. It is also just an effective way to close distance for melee or close range guns, even increasing melee damage to my understanding. And it's one of the best ways to avoid certain AOE hazards like Baltarious, half way point shock wave, and he phase 2 attacks.
@danielschrecker9996
@danielschrecker9996 9 месяцев назад
Want a fun build? Get 2x COQUILLETT pistols with 2x ZIMMERMAN shotties on both shoulder weapons bays. Build out the rest for a ski-speedster. When you're out of ammo on the COQUILLETTS, chances are they are about to stagger. QB up into their face while swapping to the double ZIMMERMANs and blast their faces. QB back out and revel as they stand there trying to figure out what hit them. You can mix it up mid-fight by either blasting both pistols at the same time or alternating between them. Same goes with the ZIMMERMANs. If they ever get comfortable with you blasting both at the same time, delay the second shot and peg them after their reactionary QB. It's kinda like roll-catching in Dark Souls.
@HellGatyr
@HellGatyr 9 месяцев назад
I think "thrust" stat is not just how fast you on straight line It make you moving faster when press circle (O) when boost on, or sprinting in shooter games, it will help you strafing left and right faster while shooting But i have feel this also connected to what type of gun you carry feels slower with same part
@Sctn187
@Sctn187 9 месяцев назад
Terminal armor has literally saved me dozens of times and meant the difference between winning or losing at the end last moment. Also charged weapons have cooldown and are rarely worth losing the gun for a cooldown for a single shot. Melee weapons are for once the enemy is staggered to deal massive damage. You want a high impact weapon with them to quicky stagger and unleash that melee heath bar melter.
@paulodiaz5774
@paulodiaz5774 9 месяцев назад
I usually use weapons bay for my melee build to have extra blade that can be used while my main one is on cooldown.
@stevenbarkley5067
@stevenbarkley5067 9 месяцев назад
Weapon Bay is meta for players very skilled with cooldown/ reloads and switching effectively.
@stellaflowers301
@stellaflowers301 9 месяцев назад
Weapons Bay carried me through a bunch of early-game walls, specifically Balteus. I had a setup to destroy his pulse armor and then switched to a setup to capitalize on his low armor rating
@NovaBlazerZX
@NovaBlazerZX 9 месяцев назад
Hard hard disagree on weapons bay being bad. Weapons bay is very useful especially if you're accounting for weight on your builds, which back weapons eat a lot of. I use rifle+mgs and i have a blade as my back up, and still have 1 sizeable missile pod as a third weapon, for example, so i can swap to blade to push for more damage if i get a stagger. The switch animation is also very fast, and if you have weapons that need reloading, you can just swap to a different fire arm to keep the pressure as most back weapons are hard hitting, but slow to fire as well. It all depends on the build.
@azurespectrum1985
@azurespectrum1985 9 месяцев назад
@5:10 That reactor is weird, is says it takes 4.2 seconds or whatever to recharge but it can hit full level if you keep moving with regular thrusters as you descend after losing all generator power. I dunno that reactor is weird I always use the one with the highest output and heavy weight.
@jasonsoh79
@jasonsoh79 9 месяцев назад
For boosters, how important do you think the QB reload ideal weight is? I try to keep my total load within the ideal weight but it's really tough balancing all the different loads.
@jebb6215
@jebb6215 9 месяцев назад
I'd say it probably depends on how much value you place in movement for that particular build, it's not the end of the world if you're over the number but if you're trying to be nimble, making your weight as close to ideal is a good idea, even if you're over by just a little bit its fine. Also, its really hard to make a truly balanced AC in the game and even if you do it's not necessarily better than others with more highs and lows for stats, so don't stress about that too much. Just think about what kind of stats lean into the playstyle or build you wanna make and focus on those. Hope this helps!
@Laevatrien2
@Laevatrien2 9 месяцев назад
If you keep your weight below the stated value, you won't incur penalties to your quickboost. Some boosters are more geared for heavier builds to quickboost, so have higher ideal weight, but may suffer in other stats.
@Laevatrien2
@Laevatrien2 9 месяцев назад
There's also a tactical aspect, where you deploy with much needed weaponry, which becomes useless or ineffective later into the stage. If you have the purge function, you can purge those parts and reduce your weight, and remove the penalty on your quickboost
@jasonsoh79
@jasonsoh79 9 месяцев назад
@@jebb6215 I don't use the weapon bay or purge. I find that the 4 weapons are way more useful than swapping 2. The ammunition usually lasts till end of the mission.
@ghoulbuster1
@ghoulbuster1 9 месяцев назад
This depends on the booster BASE RELOAD!! There are some boosters with a really low base QB reload that even with a lower ideal weight, have a lower delay than boosters that can handle heavier loads. Remember that this number will increase the heavier you are, but the core booster adjust also matters.
@PinkTuskedMammoth
@PinkTuskedMammoth 9 месяцев назад
for the head parts you might not have it ulnocked yet? or maybe just forgot it exists but the hammerhead looking head has maxed out scanner stats
@zg1k68
@zg1k68 9 месяцев назад
there are legs you unlock later in the game that let you hover that aren't tetrapod legs
@FullFrontalNurdity
@FullFrontalNurdity 9 месяцев назад
The question I came here for wasn't answered. If any one knows it, please help. "Which booster stat affects my quad legs hang time"? Basically which one will keep me hovering longer?
@TwoSpark55
@TwoSpark55 3 месяца назад
the weapons bay allows you to load out two melee weapons, it's incredibly effective and cost efficient 👌 pulse blade and pile driver, combo with your favourite rifle and missile launcher of choice.
@lilsleep02
@lilsleep02 9 месяцев назад
Hes said "assault boost for traversal only" in at least 2 of his vids, and i just dont understand how he got past balteus if he didnt assault boost outta those missile barrages
@jerichot6616
@jerichot6616 9 месяцев назад
Lol Assault boost is the best way to dodge stuff and you're just as vulnerable if not less than you are just standing there. Assault boosting into your attacks or dodges is synonymous with Armored core games. If you aren't Assault boosting during combat, you are playing half the game.
@jerichot6616
@jerichot6616 9 месяцев назад
Also, weapon bay is for weapons with longer cooldowns or reloads, extremely good if you're wanting to run duel high explosives without having to slide waiting for your weapon to cooldown. Duel minigun with Duel bazookas if anyone's having trouble with Balteus.
@NA-rr7jl
@NA-rr7jl 9 месяцев назад
So does having more melee specialization increase DMg did I miss what those do?
@Kinzokugia
@Kinzokugia 9 месяцев назад
"Use Tank legs cautiously." Maybe not so cautiously, Tank legs basically carried me through this game.
@yuwaasuka290
@yuwaasuka290 9 месяцев назад
Pile bunker is pretty good at dismantling sea spider XD. 1 pile, 1 bazooka and 1 shoulder cannon
@morioh6623
@morioh6623 9 месяцев назад
There is no melee thrust stat when you use tank legs. Is it just 0 or a hidden number?
@BlackJack21R
@BlackJack21R 9 месяцев назад
did I miss hear you on the Aorta? you need to deplete it,...thats the trick you get 70 percent back in about 1 sec that way. The almost 5 sec part is for recharging from using some action.
@renegadeofphate
@renegadeofphate 9 месяцев назад
I politely disagree about not using weapon bay. Having two melee weapons on the left, especially the lance and the pilebunker, is amazing. Also it's pretty satisfying to have duel gats to use until they overheat and then switch to two laser rifles (and charge them) or something. Not to mention if you choose the basic bazookas you get 70 rounds in them a piece. There's also two different handheld missile launchers as well.
@thebulletkin8393
@thebulletkin8393 9 месяцев назад
Regarding the fire control system, does the targetting reticle sometimes fall off target during combat? I’ve not seen it in any gameplay clips and I haven’t played it myself, but I’m still not certain what the different assists do in terms of regular fire
@onyx9935
@onyx9935 9 месяцев назад
The reticle can fall off the enemy and fall behind if they’re moving fast, and lock on differently at different ranges
@Laevatrien2
@Laevatrien2 9 месяцев назад
The arm and fcs both contribute to how well the reticle stays on the target. The reticle also tends to lag behind more when you are hard-locking instead of soft-locking.
@otamatonefan8996
@otamatonefan8996 8 месяцев назад
How about Energy Firearm Specialisation on generators? It must have a purpose.
@ebookjapan8054
@ebookjapan8054 Месяц назад
The old gen Armored Cores were a nightmare with stats that may or may not have even had a gameplay impact. I hope they continue to support pvp beyond Season rank resets now that we're post-launch. Ideally we'd get a DLC expansion but who knows..
@g000se99
@g000se99 9 месяцев назад
not bad - thanks
@brandtfees2625
@brandtfees2625 9 месяцев назад
the aorta gen is made to run out of energy. if you look you can see that it has a 2000 en recovery on full en depletion. even though the recovery time is 5 seconds its still better than waiting for it to recharge.
@Stoner42000
@Stoner42000 9 месяцев назад
Not really interested in this type of game but I love watching your videos bro, you're legend :).
@Stoner42000
@Stoner42000 9 месяцев назад
No thanks fake account ^^
@JBoogeth
@JBoogeth 9 месяцев назад
Aorta is actually better if you let it fully drain, recharges from 70% instead of 0
@d0mlyf322
@d0mlyf322 9 месяцев назад
I speced into melee so I like to use it when they are staggered so the pile bunker having less stagger is a non issue
@slowjamsliver7006
@slowjamsliver7006 9 месяцев назад
Bipedal legs are better at turning, at least that was the case in AC4 and AC4A, but that may have changed. Though there are simpler stats here so that may no longer be the case.
@TimoNaaro
@TimoNaaro 9 месяцев назад
I am wondering in os tuning you can boost your hacking speed. Is this pvp thing? As far as I know am at chapter 2 end boss. No mission so far would have benefitted with increased hacking speed. Is that roleplay stat or whats the deal?
@whitepanther5657
@whitepanther5657 9 месяцев назад
When you access things in missions, some have like turrets or cannons that can help you in combat, but they take like 15 seconds to activate. So this lowers that. I say it’s not worth the chips
@Bangcat
@Bangcat 9 месяцев назад
Now over boost in your your enemy, realize it does damage, and do it with tank parts to hit them like a truck smashing into a Hyundai .
@josephmaya7948
@josephmaya7948 9 месяцев назад
It’s a dumb question but can someone explain how some numbers are red and some are blue and how the bars are red and blue. I understand something like decreasing and increasing but besides that I’m lost.
@NA-rr7jl
@NA-rr7jl 9 месяцев назад
Great explanation of stats but don't sleep on weapon bay. Very useful just find your comfort zone and even better in pvp
@KumaChainsaw
@KumaChainsaw 9 месяцев назад
I’m sorry I was trying to listen to this at work but it’s killing me that you are giving information that simply isn’t true or wrong. Assault boosting is absolutely for combat. Heavy bipedal legs absolutely have a place in builds with my main build now I use all heavy armor and still have a boost speed of 300 with almost 12000 AP. I don’t want someone to get the wrong idea and pigeon hole themselves into one build because someone told something was useless and shouldn’t use it. Thanks for the effort though man. Video was made well regardless :) EDIT: I forgot to say, with the assault boost if you get the boost kick tune up and figure out how to time it properly you trivialize almost any ac fight in the entire game unless you’re getting spammed with energy weapons or missiles XD easier to hit than the sword too depending on the situation
@DKRKingKong
@DKRKingKong 9 месяцев назад
As a vet in the game weapons bay is dope if you are carrying weapons with long cool downs
@Lady_Moonsong
@Lady_Moonsong 9 месяцев назад
Its called ASSAULT boost for a reason. It shines in combat
@noelgarcia6884
@noelgarcia6884 9 месяцев назад
Nop the aorta, coral generator, is better to be used, as un burt out cuz the massive, Regen you get at the end, both actually cuz there is a bigger size generator of coral to. If you burn them out you get a faster recharge. You can kind of fly with em of you know what you are doing.
@Popcicle74
@Popcicle74 9 месяцев назад
Next video please!
@TheFallen3
@TheFallen3 9 месяцев назад
How do I put on the tenderfoot skin
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