Regarding the SU/TT-C, it's outclassed by other shields in performance, but it's just mega reliable on any latency. No need to react or flicker, you just hold the button and it's 1.6 seconds instant scutum. I'm also used to managing it, it cools down quickly and when you overheat, you can PA to get it back as well. EDIT: Also, it's the best shield for Explosive Thrower imo. You can ET, qb, shield, qb and ET. They keep the uptime on offense and defense, reloads and cooldown, they just feel really good together. And no, if Explosive Thrower went through Pulse Shield Launcher, I'd main that as well. x)
Thanks for making these longform breakdowns. Im too lazy to sit and test it myself so these work as primers for aspects of the game that are important to understand
14:25 The Scutum was a giant shield used by ancient italians.(Roman empire) usually pronounced scoot-uhm. Though in english it can be pronounced skewt-uhm. So striker's scoot-uhm pronunciation is the most accurate.
Learn from Swineburge. What did he use his scutum for? When you got close, he threw hands. When you get away, his shield makes him extremely resilient to damage and impact, unless you melee him or use weapons with Pulse Armor Interference. Your shield will not drop while using a back mounted cannon that requires a firing stance. And that's extremely important to know. You could have the scutum on a tank or quad, put a plasma thrower it, get a back mounted cannon, and a right arm weapon that you can use without a firing stance or at least not often.
15:50 Yes, plasma has weight. Very miniscule amount of weight. They did this right in Fallout, where laser weapons don't move objects but plasma does because it has weight.
The SI-27 SU-R8 pulse shield is not meant for initial guarding. That much is obvious by the abysmal IG duration and near zero difference in IG and regular guard performance. It's meant to just be held up. For what? Don't you have weapon that takes a while to reload or charge on your left arm? Or do you have a melee weapon? Or do you generally not want to deal with IG at all and want to just hold up the shield? Then look no further. Just use it. It's literally too easy to use. You don't need to bother with timing. Why not use the Scutum? Do you want to wait 4 seconds? Can you even afford to wait? If the answer is no, then why are you asking the question?
For that exact reason you can use Coral Shield and still fire off your left handed charged weapon while keeping your shield up. Also for Scutum, if I had to drop the shield (for melee punish or just for assault boosting) I just hold the jump button then fly toward and up over my opponent's head lol 4 seconds are actually a pretty tight window if your opponent have to chase you vertically instead of horizontally.
About the argument about how PA interference works against shields, knowing how PA interference is calculated is actually very important. I don't know, so treat this as a demonstration, but if PA interference is a multiplier then it doesn't matter what numbers go in what order. Assuming 147 PA inf is just a 1.47x multiplier, 1200 x 0.2 x 1.47 =352.8 1200 x 1.47 x 0.2 = 352.8 1.47 x 0.2x 1200 = 352.8 Remember, multiplication/division happens all at once (PEMDAS), and it doesn't matter what order it happens in. So if PA interference is a multiplier, the number it's being multiplied by first doesn't matter.
I ran dual Badcooks in the tourney and I lost to Ramen just like Dodo did. Whenever I lose, I think really hard about why I lost and try to think about what I could have done differently to win. The Coral Shield is, surprisingly, kind of bad against the dual Vientos. Their sustained peppering is much better at overcoming shields than something like dual Zimmermans. Dodo (and I) lost to Ramen's build because Coral Shield made our hitbox bigger, allowing even more shots to land than might have otherwise. More or less negating any impact reduction we received from it. If I were to fight the battles with Ramen over again with the exact same build, I would not really use the Coral Shield at all. I might even purge it except it can still block kicks and potentially help me escape a late Laser Slicer on stagger punish. Then I'd do my meager best to kite Ramen with the Badcooks. Retreating from him instead of advancing. Which is crazy for a heavyweight to run from a lightweight (and I certainly didn't think to try that at the time) but there it is. I think the best hope for victory relies entirely on making the absolute most of the superior 200m Badcook reach. Having said all that, Ramen has fantastic movement. I've never seen someone stay ahead of the Badcooks like he did except for Bort and not even he could maintain it.
I have one build with double EULE and HMMR whip just to troll my friends. The whip goes past the shields while I pepper him with shields. I called it Mr. Mime
EULE is fun, but not serious. I've got an RJ kite with lance and napalm for giggles, but it's not competitive at all. Would love to see EULE just get more shots or heat mgmt buff to make it more viable. Lance and napalm interact well with the shields. The tip about using it on rats to AB thru and cover your tail is pretty cool tho.
Imo, all they need to do is to narrow the AP/def gap between lightweights and heavyweights and a lot of the overall balancing is done. 8400 AP with no def or load versus 15000 AP with high def & load is pretty ridiculous, especially if they're also shielding. Ratting is a consequence of the poor balance, and I know it's not a playstyle Fromsoft intends to encourage.
They need to give a reason for kiting than ratting. If rifles have 600m or even 500m effective range ratting would have a counter, while also giving rifles a purpose. Ratting is result of medium range being too easily hard countered but high stagger close range weapon, kiting is less annoying and give a balanced reason that still has risk to go for mobility outside ratting instead of doubling down on ap, stability and resists.
If they modified the defenses bases on weight, lighter pieces having better defenses but lower ap and heavies having the reverse, that would only result in midweights being the best builds. No. It makes ense for heavier armored pieces to have better defense. The trade off is mobility. They don't need to fix anything about the defense and ap distribution among parts save for maybe a few tweaks here and there. Widening the speed gap between lights and heavies was a good start, but the big culprit is how they designed assault boost. Thay giving both offensive and defensive buffs was a mistake. It should be one or the other, preferably just defensive. Also, they should apply a similar buff to quickboost. For example, make assault boost keep the 30% buff, but only for defense, and add a 10 percent buff to defense when quckboosting. Since lightweights qquickboost more often out of necessity that would help bridge the gap between heavies and lights in the defense area. Or better yet, make the assault boost (and the proposed quickboost) buffs based on speed. For instance, if your speed (at any time) is under 400 there is no buff to anything, 400 to 499 is 10 percent, 500 to 599 is 20 percent, and 600+ is 30 percent. Then you adjust assault boost speeds to have a large dependency on weight. This would make it where only the lightest build get the best buffs and help compensate for thier low defenseive capabilities.
@Errorcutive YES!!! They need to at least double the effective range of linear rifles. Thay alone would eliminate the missle rat I think. There would basically be no incentive to have a build that is designed to specifically run out the clock against heavy weights.
I love the EULE, it's a weird little thing, been trying to make it work. After a bunch of time with it, I think I'd like to see: a heat reload rather than magazine, buffed to 3.2-3.5 of current rounds.; and a detonation effect to set off a PA interference bubble explosion, with a generous radius of double, or plus, the size. To reward planning and when they're forced to come thru your existing instances, be able to take advantage of the opportunity.
Scutum is so unfortunately niche. The ramp up time is prohibitively long but I don't know that making it any shorter would be the proper solution to make it less awkward. Would retaining partial charge on the mitigation ramp up be too much? For example if at round start you charge it to full, then drop it, it retains 20-30% charge for the next time you bring it up until fully depleted? Or it only gains the charge retention after fully charging and dropping? Also, melee should do increased damage on shielding opponents and maybe let kicks drop shields except Scutum (or do idk honestly)
I really do need to see what RamenRook did against Dodosama. I straight up asked RamenRook what he did and his answer of "I just dodged around him" only confused Cube and Farquad mroe.
i do use the scutum for my RX-78-2 Gundam build, it's kinda eh..? i hope they add hand ballistic shields to the game in a dlc, there's one already in the files, but it's unfinished pulse armor with a coral gen also ignores PA, at least i thought...hmm, weird, since assault armor with coral gen ignores def stats
PB parry will cause a charged LCS to do under 100 damage. On my lightweight kite that has a bit under 1200 energy defense I have seen a parry reduce damage to 66 on charged LCS.
I have a build with a double eule ive never tried using them at the same time. Ive always used them alternating as it has to reload so when one runs out i use the other like. Forcing the opponent to constantly have to shoot extra shots to try and hit you and avoid hitting them or risk stagger build up.
The EULE should be good in theory, but isn't in practice. And ngl I love labbing out weird off-meta things, but it just doesn't work in enough situations. At least it can counter direct-fire missiles well. But as they said, it takes a lot of effort and thought to use well. If they buff it too much, it'll be meta-breaking in those capable of leveraging high skill-ceiling builds. Otherwise it'll just be on troll and knowledge-check builds. Maybe if we ever see tournaments where build switching on losses happen; then it could show up as counter-play, maybe...
So PA and shield mitigation are both multiplicative effects. The order of operations won't matter, the math will always return the same result. As for why the pulse blade only has 147 PA vs pulse guns with 500+ is something I will never understand.
Hey Striker; could you link the 75k weight tournament for me? Or tell me who streamed it? That sounds fun but I can’t quite understand the fellows name when you and Seaknight talk about it.
In the auto lose situations of the scutum you can just purge it and use your left hand weapon good for those matchups. If scutum is good. Purge the left hand weapon.
Eule blocks fire from anyone and anything, including yourself. So yeah, don't stack the shields............obviously. The moonlight's charged attack can bypass the Eule's shields.
I believe that PA interference was meant to apply to pulse armor, not shields. I thinkbthis is an oversight of FROMSOFT. It seems that PVE is the main driving force behind the weapon development. There are many opponents that have pulse armor, BALTEUS ( both versions) Ayre boss, etc. I thinkbthe PA interference was meant as an incentive tobuse those specific weapons against these bosses because it seems like that stat has a better interaction against them. A pulse blade really rips through the pulse armor of bosses, making it the better melee ootion in those fights. I dont believe that PA Interference was meant to work against shields. And givin the past history of shields in AC PVP, i doubt the developers thought it would make a huge difference. They probablly thought shields would be niche in PVP, if they even thought about PVP that much. In addition, we need to consider the culture this game came from. Japanese never really had shields in thier culture, not to the extent of a personal shield. They likely didnt consider them to be used very often, if at all. Also, from past AC games, the PVP meta (especially the japanese meta) almost always consisted of lightweights. In AC6 lightweight cant really afford a shield, as was mentioned near the end of the video. I think the JAPANESE developers put shields in to appeal to wetern cultures (were personal shields have a history) but didnt give them much thought past that.
They mostly need to fix the regular shields by removing the parrying stats. And for the bucklers just remove the normal stats and force them to stance you the way back-mounted guns do. Coral shield should just constantly generate heat while it's active, getting spikes anytime you fire through it or take fire.
There's nothing WRONG with the META, but it is for the "tourists." In Armored Core a personalized build backed up with skill will wreck the META every time. Personally, I've NEVER lost to a dual Zimmer build.