i finally learnt how to do the ab tech properly, and its made lightweights viable. god damn is it fun dude. the rj club: / discord the music: • KaizanBlu - Deep (Exte... love u all
Now THAT'S pod racing lmao I imagine quick turning out of the Assault Boost makes you much less of a sitting duck than stopping it traditionally? Good to see lightweight builds absolutely cruisin' around the battlefield
If it's alright before you transition into the gameplay could you do a quick screenshot of the ac's build. Nice matches btw it's nice seeing a lightweight build zipping around the battlefield like you are.
Don’t copy it dude just make the build yourself you have all the stats available to you anyway when you’re building the mech anyway, just double-double shotguns and just mix and match the parts you like until you get the lowest QB cooldown
@PurelyBeans i cant find your reply any chance you could reiterate and lmk what generator would be best? i dont think i have them all so i wanna see if i need to hunt
@@lobsterlobber3178 I just want to preface this by saying I dont mean to come off as rude but, I don't wish to copy this quad shotgun build, since personally I just think the playstyle is boring and want From to nerf pvp shotgun stagger and I mean all the shotguns not just the zimms. The reason I wish to see his full build however is for the internal parts, mainly the generator, but if I had to hazard a guess it's the Dafeng gen you get around chapter 4 having recently used them myself. I also just wish to have a base so I can build off that to fit my particular playstyle I like in a lightweight build.
@@Kimchivender I also thought about that Dafeng gen but does it have red boosters like in the video? but the EN recharge is too fast to be the coral gens, I am clueless
Awesome gameplay, i gotta learn this tech. What generator are you running? Also, do you run sweet sixteens to conserve load or are they just that good? Noticed you don't run zimmermans and haldemans together.
Using other shotguns than zimmerman, mad respect. I was wondering but do you think we can missile joust in AC6? I was trying it with a friend yesterday and when boosting while firing my missiles it did make em harder to dodge for him. (Btw if ur free let’s 1v1mfor the fun of it)
honestly this almost seems intended - the opponent can very clearly play around it by correctly predicting and countering when you're going to try to shoot/stop dodging, and it gives lightweights an almost dogfighting-like strategy to play around
Works both sides, the extra mobility allows the lighter AC to feint or just straight up stop shift boosting at times to break up repetition and add some variance in the combat It’s a dance, and it’s cool to see
The last tank fight you managed your energy supply well and it made a huge difference having some spare available for an escape. Would appreciate if you shared the boosters/generator combo.
Wouldn't either of the Aorta generators be better for this since you just gotta wait the 2-3secs to completely refill your EN while falling out of the air/jumping with revjoints while having massive capacity?
nice, are you actively turning hard lock on and off just to help keep target on screen with less right stick movement? just curious because it kinda seemed like it with how accurate your arms would snap every now and then.
Pretty sure he's using the fcs that is almost completely focused on close range, so the tracking will suddenly ramp as soon as he clears the 130m mark.
I wonder how well your AB tech will work with jamming bomb launcher since it'll break your opponent's lock-on into you going behind them, causing them to take time to find you again to re-lock on.
The issue is how the jamming launcher works. It's like partial cover where you also lose target on anything through or in the smoke. In theory it'd be amazing for manual aiming against slower targets, but you'd also have to fire it early so the enemy isn't inside it, and then quick turn while keeping lock on, using the small window where the smoke's between you to break your opponent's lock-on
@@Ashe4413 just manual fire it into the ground. quite easy with mouse and keyboard, don't even have to be conservative with it. quite a lot of ammo for a 1v1 and quite a long duration. the only question is what to follow it up with to actually punish the enemy
@@exo-gladius4805yeah I think the biggest problem is just the disparity in health I mean even midways don't come close to the amount of AP that a tank has I've stung the tank five or six times with a needle launchers and grenade launchers and like I'll get them stunned with the needle launcher hit them with a grenade launcher starting with a needle launch Hit him with a grenade launch. Oh well blast and Gatling gone rounds into their fucking face hole. And it's like nothing barely does anything
@@lucky13sj it's not just AP, the difference in defensive points of kinetic, pulse and impact are all huge so using it against them is good but not good enough to stagger them in one sitting.
@@exo-gladius4805 yeah that disparity creates a lot of questions because there's no way to know how much anti-defense you're opponent has against certain things just based on what armor they are unless you memorized every stat light of the game. There's no just look at your opponent going oh okay so my bullets aren't going to do a whole lot so I have to change up my plan. It kind of makes the PvP feel a little one-sided at times like oh well I guess it was just nothing I could do they just outright beat me because they just chose parts that are good against what I'm using. So I then have to completely change my design and then what happens when I run into someone who's completely built against that. Well now I got to change my design again really limits what you can and can't do in the game. And it feels to flip of the coin. Do I get a match up that's really good for me or I'll shoot nope not this time. Like there's a bunch of stuff in the game just like you can't understand just by looking at what's going on. And I don't feel that so much should have to run one laser weapon just in case they run into a guy who has high defense against kinetic weapons.
Lightweights already get stunned less from ACS strain I feel like they should balance it so Lightweights basically don't get stunned at all. Maybe when they get staggered they just stop for like half a second but don't take extra damage since they're already squishy as shit.
I just use dual Sweet Sixteens and Songbirds. Boost, get the stagger and nuke with the cannons. Disgusting combo. Doesn't work well against tank builds though
all someone would have to do is figure out when you run out of boost in the air and double charge lasers and you are dead. might want to save some dodges so that doesn't happen from better players.
interesting... So if I'm understanding this right instead of AB > QB > QT its now AB > Target Assist > QT (as necessary)? with breaking TA as necessary in the event of bad positioning/hard reset?
I have to ask outright. As a seasoned AC 4 and 4nswer player. How do you feel about the movement of the mechs? To me it feels more controlled and responsive; however there's a momentum the previous titles had. Not worse or better just different.
Builds like this is why I love satchel charge. They far away? Use drones to damage and annoy them. They got closer? Shotgun. They got even closer? 2 tons of TNT in their face.
@@shiftarmoredcore one of the best melees for the PvP. Barely any warnings, fast, good range, covers an ~120 degree arc and does better impact than the moonlight or it's red version.
Now that is a thing of beauty to see. Out of curiosity, why do you not always go for the punish on stagger? I’m guessing maybe threat of shield or assault armour but I’m curious.
The reason against the heavy was because getting hit by a needle is basically fatal. So it wasn't worth punishing on the stagger only to the heavy to snag them with the needle aoe. Also some AC's have incredibly fast recovery, so if you're not already close with shots ready to go you don't always get to capitalize.
Another thing to note is against heavier mechs with ballistic defense, is that you have to be in your ideal range to do full damage. Which seeing how Shift is using four shotguns is around 100m or less for ideal. So sometimes en and weapon range don't allow it.
@@chromekittyking5086 also he's out of EN by the time he staggers an enemy. it's a free shot in most cases for the enemy, i learned this the hard way whenever i tried to followup the stagger with stuff like laser slicer
I saw the Zimmermans Regard this comment lol😅 After seeing the dashes I'm convinced I need to make! But my question is why not the Zimmerman Shotguns instead? Has the extra range and depending on the shot it could be a slug before it disperse into the pellets. But at the end of the day I gotta love seeing the Shotgun bros out here!
because i guess the zimmermans feel like you're cheesing compared to the other shotguns where you're doing all the work yourself. but in the end the other shotguns, especially the multi barrel one, probably werent doing enough. too shitty or too cheesy, no middle ground. i hope fromsoft balances it out somehow and generally this build is more for fun than efficiency. he probably went through the same experience as me, experimenting first with handguns and smgs and shotguns and then melee weapons like dagger, piledriver, stun baton(in terms of fun they dont work out for high mobility because of the animation lock, and the fact that melee thrust is an entirely different stat from other boosts, forcing you to use kikaku), bullet orbits and missiles, then stunguns + melee, then back to pump shotguns because they require raw input, they aren't peashooters like smgs, and can stagger without having to sustain fire for a long time like handguns do, but then probably got a bit frustrated by the uphill battle against meta users so in need of more firepower ended up using zimmers as a compromise. which is pretty sad in a way
@@Daijhes it's using quick turn while flying. and to your 'This isn't tech" statement. Tech is short for Technique = "a way of carrying out a particular task, a skillful or effcient way of doing something" this is indeed tech. I didn't even know it was possible until I saw this video.
@@thatoneguyyouthinkshouldbe2431 yeah I'm not retarded I know what makes boosts faster, but obviously I came to a youtube video expecting some sharing of information but OP refuses to do that for some reason
He is using the strafe boosting during an assault boost, not quick boosting. Start an assault boost and hit A or D on the keyboard. It’s interesting because assault boosting boosts your impact damage and resistance, helping him stagger them and helping him not get staggered.
@@shiftarmoredcore Because it reloads even while you're falling, whereas normal generators force you to go to the ground or wait for your energy to reload. On a side note, while this build looks a lot of fun to play, I can't help but wonder if going quadruple shotguns isn't limiting your options a bit too much. Have you considered longer range shoulders for a better sustained acs load buildup?
@@beegest_yoshi yeah but TBF, kick plus double shotgun once or twice will stagger any build without fail, having shotguns on your shoulders as well comes with the downside of having absolutely zero long range or damage option I corrected my previous post to be more clear as to what I meant