I've reuploaded the AX Striker share code with a Earshot rather than a JVN Alpha because somehow the Earshot is lighter and does more damage... Code: MD6FCLNTYJB7
Same thing confuses me about the regular plasma rifle vs the regular laser rifle. plasma does more, has AOE, weighs less, AND I’m pretty sure it even has a smaller EN footprint lolol. I love making light builds with all different kinds of weapons, so I’ve looked at that before and been like “what the actual hell, why does this weigh less lol”
As a VE-42A enjoyer who struggled massively with its lack of mobility yet somewhat low stability for its weight class, the buff was absolutely delightful.
Please consider giving this video a like or comment. It took a lot of effort testing and running games + editing before leaving for the weekend.. I'm didn't want to just to read off the patch notes and give some proper contextualization. I will have some editing mistakes in this video and I hope you'd still enjoy despite the errors!
The Zimmerman nerf doesn't make it useless, but it is difficult to properly use it to deal damage/stagger your opponent consistently. Not only it deals less damage, overall the ACs are getting stronger and harder to stagger. On the other hand, losing to a Zimmerman build is 100% skill issue. Prop for those who still use the Zimmerman and still dominate the PvP.
It really is a skill issue. I never ran double Zimmerman myself. It still pairs well with other weapons like the gatling gun. Prepatch, I was dominating with an explosive thrower build. The buff It got this patch made me super happy. Give it a few days, and people will say the explosive thrower needs a nerf😅.
Exactly. I don't think they're a good pick for missile boats anymore, because numbers-wise they're clearly outclassed now. But with more mobile builds I think smart pilots will find a lot of room for skill expression with them.
The javelin alpha and the laser turret are my favorite buffs of the patch. I loved the javelin in pve but its slow projectile speen made it really awkward in pvp. The speed buff is way more noticable than i anticipated and now they feel fantastic. Same goes for the laser turret. I feel they will be a slept on tool from the patch notes and they can finally do their job with the buffs they got
Sadly the Javelin Alpha is a bit on the heavier side, atm I'm rocking the Majestic on my back as a nasty little surprise for overly aggressive opponents. It's not as punchy as the Javelin but it has faster reload and is really light weight.
The laser turret has a actually OP of you know how to place em. They are great for applying constant pressure also good for creating opening for an attack.
When a fan of their games does a better job at explaining and showing the patch notes than the publishers or whoever was god damn in charge of putting out the Patch Notes... Edit: When I meant at "explaining" the patch notes, I was referring to the *god damn numbers,* so that we *know* what the changes are by how much. The Patch Notes that they gave us was vague, such as "Increased Attack Power" but didn't mention how much exactly by numbers or values. English is not even my first language and even I had to write this down because some "Bangang" will probably think we're having comprehension problems.
@@KABLAMMATS There have been a few videos going around where teachers are pleading for education system rework, due to the children being at a 7th-grade level, but reading at a 4th. The last video I recall about it was in Michigan or Ohio.
@@KABLAMMATS It's just that they don't show numbers... So the "Attack Power is reduced" here. How much??? A hundred? Thousand? That's the problem. It's not reading comprehension, bro. Besides... This game isn't hard. Why the passive aggressive tone?
@@KABLAMMATS Yeah showing the numbers is important. Rather than checking previous patch with current patch which takes a while. Thankfully, we have videos like these to show the stat changes for us.
Why does everybody insist on calling grenade launchers everything but grenade launchers. Ive heard "big missiles", "rockets", and now "bazookas" while showing actual bazookas right next to them. Then going on to talk about grenades and bazookas as if they were the same weapon class. Theyre different.
Plz don't tell people they can stop watching if they've already read the patch notes! You do good work here actually tracking the specific margins for the numerical changes, and communicate the big picture of the changes along the way. Much better than the patch notes
I already read the patch notes why I want to watch this video.. "Still continues watching it till the end" I can read but it doesn't mean I understand the reason things are buff or nerf. It very interesting to know exactly
Hell yeah I listen to your vids on drives to work just explaining certain parts helped me learn how to play it’s super fun and I made the Nu gundam it’s crazy cool to play
I think some adjustments that seem confusing are also From balancing on a PvE perspective, like the songbird nerfs. The fact that this patch isn't a separate PvE/PvP regulation shows they care for both gameplay experiences.
Post-patch Songbird's projectile speed is faster from the explosive weaponry buffs if I'm not mistaken, that is probably the reason of why its stats were adjusted and balanced. I was using it last night in pve and it's still strong as hell compare to most other options.
Not a fan of nerfing any biped kicks. Reverse joint should do more kick damage, but impact should be left alone for biped legs. Glad to see tanks getting real drawbacks though. it seems like it might even be a bit too much tbh.
I’ve been using the four missile weapons since day 1. For those who have a tough time defeating them, here’s a tip: at the beginning of the round, AB towards them immediately and kick them. Then immediately follow up with your most powerful weapon. That’s the weakness for missile builds. (You’re welcome!)
Had a blast playing last night. Got to work out some builds I’ve been playing since the patch dropped. There some strong stuff now. Gonna keep it to myself for now. 😶
The trueno still curve, they just no longer curve enough to hit you even if you dodge. It's still gonna be really hard to avoid them because as they are still curving missiles so the opening to dodge them is smaller than other stance fire weapons.
In my experience the Truenos used to have a really janky trajectory, where they'd barely curve at all at shorter ranges, but there was a sweet spot past 200m where they'd swerve 90 degrees in a split second.
Used to be the second Trueno round would always hit even if they properly dodged the first if you made sure you had a full lock. Even as a Trueno user those always felt oddly unearned.
Thanks for the video and the clutch anime picture for my neurons =p Looking forward to trying some pvp with this patch now that light ACs are looking better. Was thinking about the overall balance of the game with those linear rifle changes, and you make a good point about the lack of long range/sniper rifles. It feels like a very specific choice to have no long range weapons like that considering the pve design, but it kind of limits how the pvp builds end up looking... pretty much everything non-missile feels either barely mid range or extremely short range, so the variety of builds and the range of engagements feel very samey across all weapons. Don't love it... ah well.
Veteran Raven here ... QuickBoost lateral dodging is a big contributor to lack of long range in this version. Long range needs high speed projectiles. But with QB dodging, you can dodge even sniper shots at long range, so that part of the game isn't viable any more anyway. But QB makes mid/close range combat more fun, so they won't take it out. That being said, making more a difference in mobility (tanks vs LWs) is a step in the right direction.
the PvE seems to have had a small scope but otherwise massive boost in difficulty. the LCs have the same boost to ACS recovery in line with player crafts (which makes some sense as most are identical to crafts players can make). some specific attacks (like the charged harris shot) against LCs recover from ACS buildup almost instantly drops to their secondary value making them almost impossible to break with some weapons. the best way to deal with LCs specifically was (as far as i am aware) songbirds and either zimmermans or haldemans (depending whether you want strain or raw DPS as a focus for your shotgun). the songbirds with just a jump and and float will almost always hit even the most evasive LCs so long as theres a nearby wall for the ammo to explode against, and the shotguns have a fairly decent engage as well (especially the zimmermans, though i still prefer haldemans for their ability to double meat shot a strain broken LC). all three of these weapons have been nerfed... specifically they nerfed the thing they were best at (i havent tested all LCs in the campaign and while double songbirds often insta-breaks ACS for LCs before i dont know whether or not that is still the case)
I like the fact that heavy explosives are keeping quad legs in check. If it wasn't for that, everyone still would still run tetrapod with their absurdly high stability.
Zimmerman feel pretty good at the moment. It still has crazy potential but to really use it you have to actually be trying to get any proper work done especially if dual wielded (at least in pvp I doubt I’ll use it in pve since I basically finished the game with dual zimm and wanted to switch it up for NG+)
And most tank legs are still really beefy so a skill player can use that to force the enemy lightweight into trading damage in the tank's favor due to them being able to bring heavier weapons and more hp.
Was using double majestic, 1 earshot and medium dual missiles 24 hours after the patch, and I'm loving it I didn't know Dizzy effective range is that short, thus having an easier air burst. I'll go give it a try
I hope they continue nerfing the fortaleza treads until they no longer see play. Not because I think they're overpowered or toxic for the meta (though kite builds aren't my favorite to play against), but because I think all the tank treads in this game are ugly and clash with the rest of the aesthetic 😂
Also on the off chance you see this, can you hit confirm a Jav Alpha shot off a kick like you can with a charged Harris? Edit: never post before finishing a video
Im happy with a couple of changes here, improved charge for Curtis/Harris, slightly less sucky guided missiles, faster reverse joints, less damage on kicks, and the improvements on bazookas and the explosive thrower. But most of the patch sucks. this patch pretty much served as an indirect massive missiles nerf due to speed increases to most of the meta (im fine with reverse getting some love, but this killed missiles and they didnt get anywhere near the buff they needed in return, the bad ones still suk and the good ones are much less so), and heavies in general got screwed hard everywhere, a few weapons like the Songbirds also got shafted without a reason, and very needed buffs (even without the speed increase of lightweights) to things like Splits and Vertical Missiles (which you can literaly circle strafe without QB at all and not get hit at all because lack of AoE), Kinetic Rifles still are not very good in general. Heck, the buffs to Dual missiles didnt even fix what was wrong with them to begin with. This is besides the patch, but doesnt address at all a big problem i had with AC6 since launch, lack of variety for particular playstyles... legs now determine gameplay much more than before, but as long as there are only 2 options for quads and 3 for tanks, AC6 is nowhere near an aceptable point of customization for 2 entire playstyles... maybe in the expansion/dlc those playstyles will get a whole new 1 part... maybe... Imo, what we are going to see going forward is biped domination and missiles petering out (with maybe a few exceptions, like plasma verticals and Soup maybe), whatever missile was decent/good already will be less so because of the extra speed overall or flat out bad, and the ones that where bad will just be worst. I really hope there is a big buff for missiles, range and heavies next patch, but i know how FROM balances so there wont.
Missile rat builds were absolutely broken and incredibly unfun to play against. I hail the death of missile spam because it means more fun builds to play against.
Missiles in armored core series were never a weapon used to get in direct damage but rather a way to control enemy movement and act as potential damage if the enemy use to ignore the missiles.
Songbirds had to go because they were too effective in PVE. Enemy AI couldn't handle with the two rounds. One or the other would always hit. Stunned or not. Sadly they didnt choose to split PvP from PvE like they did in Elden Ring.
I like the buffs but it personally sucks because i was one of the few people using the Earshot and Majestics in PvP now my builds seem a lot les unique lol. I'll just live with it.
This patch made "escort the mining ship" much harder, because the shotguns and needle launchers aren't as effective. Some bosses are harder now as well.
@@boredomkiller99it took me a couple of tries. The flame thrower melt the annoying wheels in roughly 3 seconds. The Institue MTs still kick ass against almost everything though. You’ll want either a set of missiles or something to hit them at range because when you use the pulse dome protection they kinda just sit away from you now.
I have abuild that got realy buffed after the patch! Have never seen it on youtube or neither match against anything thats close to this build. It abuses the AB to stay airborn 100% of the time if needed. If the pilot can control the AC while AB the build is suuuuuper strong. You try to AB shoot missiles then AB away, turn 3s later and shoot missiles again then repeat. Also have earshot x2 to punish stagger or enemy going out of stamina. The build is so uniqe and super fun to play, the AB speed outperforms all other AC's by far so you can allways keep your distance. ID # 7QMXCN9DM5EJ
@@usersar2213 The AB consumption and qgility on hovertanks suck, and they are a super easy target for anyone that decides to target them. The build i made wont hoover beeing a super easy target to attack. How the two builds play is like day and night, one is agile the other feels like a flying elefant.
@@Gumpinn The playstyle is just like you described. You AB, shoot, AB. Agility is irrelevant because while in the air everyone turns at the same speed. AB consumption is irrelevant too because it relies on coral gens, and it stays in the air much better, because hover tanks have much slower rate of descent as long as the tank moves.
@@BaBaNaNaBa Might not be a big problem, since the only threats to the missile tanks were zimmerman+ kick spam which were nerfed and the more agile missile boats on maps with alot of cover.
This patch's entire agenda is to get rid of heavy builds entirely - if you not noticed. It's agility-fest now - no matter how much hp you have if you almost can't land any hits. In this situation if they will not revert speed changes in a month or two then there is a 99 percent probability that heavy builds will never be viable again.
@@ringard5172 I agree, Heavies and missiles in general. Dont get your hopes up, the PvP fanbase in general doesnt like heavies nor missiles nor tanks or quads, so even if they become unplayable you will not hear a pip from them, they might play some lip service to buff a few stuff here and there to pretend they care as long as it remains bad and doesnt disturb their meta and thats about it. FROM doesnt care that much either, i mean, you can tell, with only 2 quads and 3 tanks in the entire game... yeah, that tells a lot about them.
@@Darkja I can't dismiss a possibility that devs have balls to defend their original vision. That's why 2 month timer exist. But I know this pvp type of people very well to have any hope in them... For them any pvp game that have any semblance of variety must have a ONE DOMINANT not too difficult PLAYSTYLE with moderately high skill ceiling to appease a lowest common denominator of the main pvp crowd. By this they pledge fairness for all pvp folks. And they have a point... Except it's have nothing to do with fairness, all they want is to have a very predictable experience when they almost always have an upper hand against people that invested less time to the mastery their skill. And for this reason any efficient mechanic that contradicts playstyle chosen by pvp community in any way must be nerfed in to the oblivion... -It facilitates, a different playstyle that is less difficult than preferred one but effective - NERF IT, even if it have other downsides, still NERF IT! How dare they have efficiency of a moderately high skill ceiling by sweating lesser than us, they must be nothing but fodder for us! -It gives an upper hand to moderately low group of pvp folks that have an ability to use it in a heat of a battle despite it's microintensity - NERF IT TO THE GROUND!!! Main(Lowest common denominator) group of pvp folks don't need something so complicated!!! Huh... I will just mod it the way it was or close to it, when final parts of my new pc will come. Yes playing with a mod is not a good way to experience gave for the first time... But I don't really care about pvp, so it's a ok.
Only thing I don’t like is Waifus that destroyed men. Y’all like digital child predators cut that waifu crap out. Gaming men have become wierdos and simps 🤦♂️
please use proper terminology, this sounds like you don't even play this game. also seriously laughing at the siege missile nerf, I always thought they were the easiest missiles to dodge, practically useless. still also waiting for regulations on the hard lock camera...
they should have nerfed Zimmerman even more cause I can't stand that latent melee bullshit. Same goes for kicks... should have made them deffenders side.