Oro needs to be introduced to the Cult of the Saw. Super high risk melee weapon that's basically guaranteed to kill if it lands seems right up his alley.
Pile bunker + saw shreds any pve AC it's insane that they just don't know how to react. (Don't forget to punch while swapping weapons to maintain the attitude broken tho!)
@@humantwist-offcap9514cult of the saw? Now I'm interested. Been using the saw wince I first found it. Even won a few matches online with it. Just need to get better at poster breaking while also being able to punish properly hahaha
The AC builds that usually end up scaring me the most before we even start fighting are the ones I see with the pile bunker equipped because you know that if they have that on them that that means they usually spent probably hours mastering it and just one hit with that damn thing usually guarantees a win. Also beware that one guy who goes into a fight with nothing but a pile bunker equipped I faced him once and got annihilated, he's out there somewhere I just can't remember his name.
@@drunkenphilosopher5159 I'm not scarred permanently, I'm really more in awe than anyting I didn't realize a single weapon build could hit that hard and fast so I'm trying to up my pile bunker game now. Were you the one that hit me with a boost kick assault armor and then finished me off with a pile bunker to the back?
People running songbirds really need to remember to never fire them standing on the ground. If you jump right before firing even if you whiff the splash will still land near them rather than flying off into the distance.
Cause the games only a week old it’s like how elden ring was the first month for pvp give it a month and there will be broken builds and not fun anymore
Im surprised I don't see many people run the funnels / mind alpha drones. They're really cheap, you can charge and release them so they're timed to go off right after you melee. If you whiff they'll cover you and potentially save you from a punish. Otherwise they still add on a surprising amount of damage. Run 2 and you can stagger them, really hard to avoid.
I love them but I notice people just dodge out of them way too quick if you're not pressuring up close. So plain old fire-and-forget missiles spam is easier and lands hits more consistently. But damn the funnels/bits damage when they all land on a staggered AC is beautiful
@@alexanderl.415 If they’re dodging them, they’re wasting energy they could be using to dodge more dangerous weapons. On maps that have buildings funnels also lock through walls so they’re just a straight upgrade. Edit: at the time I didn’t realize drones got destroyed trying to pathfinder through buildings so they’re more of a sidegrade
You can melee cancel out of the way if you see a lance user try to lance you. Also song bird shit on it if they get the read, with dual song bird it’s even easier since they have more charges vs your lance. If a player build range they should build superior quick boost + manual aiming cause auto aim is very bad at long distance it may cause you to miss half of your shots while manually aiming can easily hit targets that assault charge at you for example, or outright missing almost standing still target because of auto aim.
Was testing some just stupid heavy energy 2 laser 2 plasma rifle against my buddy running Lance/pile and a shield pm a heavier biped. The charged energy shots won.
The thing about laser lance that makes it so good for a double melee build is how quick the recovery frames are allowing you to switch almost instantly
@@mettlemesh FromSoft PVP was never balanced; But I don't think this PVP is "Imbalanced" so much as that alot of parts/weapons aren't viable. But having everything in a game like this be viable is basically impossible. I'm seeing some good variety though so I think it's all ok in the end.
@@davidburke4101 my problems with it can all pretty much be boiled down to numbers tweaks. Fundamentally, it's good. But certain things are absurdly strong (dual Zimmerman + pilebunker/stun needle will always win off a single unavoidable interaction) whereas other things are total garbage (Assault Rifles and pulse guns). Stagger is a bit too rewarding for how easy it is to apply, the range and velocity of most of the guns is pretty pitiful, etc etc. But I wouldn't nitpick if I didn't care; and none of these things are fundamental design issues, they're just numbers issues that patches can fix easily, which gives me hope.
Wish they had a best of 3/5 mode where you have x mech slots and cannot use the same parts/weapons as you did on your other builds if you die. Would be a fun rock paper scissors mode.
It's fascinating to see how different people gravitate towards different PvP strategies. It will be interesting to see the meta shake out. Also love that Oro found a degenerate hit stun combo. Very on brand.
Same! Especially if Fromsoft rolls out any nerfs or buffs like with Elden Ring. Right now, shotguns and the stuff needles are absolutely dominating. BUT, he is showing viable ways to use a faster melee type build. So maybe they won't do any nerfs, because it seems like certain "type" builds will just almost always win against others, like rock paper scissors. Unless you're just exceptionally good and the other person isn't
I'm so glad to see that the MechDonalds sit still and hold 2 buttons is't the meta in PVP. I saw some solid counters to dual Zimms today as well. I guess it's a skill thing.
@Oroboro I've been using the starter sword (I find it combos more reliably), then a shoulder shield and rotating shotguns on the right to rip them down quick and while mitigating their damage, also the booster with max lunge range can catch them off guard with the hug melee lung cancel
That second player you fought is actually running something close to what I'm wanting to try. Double Trouble has the highest damage multiplier when it comes to dealing damage on staggered enemies, meanwhile the needle cannons (if they hit) is some of the fastest impact proccing in the game (usually guaranteed on ACs on 2 successful hits). The multiplier basically guarantees kills, plus it has it's own insane impact buildup.
Having tested it through a couple of different combos, it's possible to combo with both its normal and charged attacks, and it's charged comes out quicker than expected, but it definitely is the slowest option. That said, it's hella satisfying to land. Additionally, if you're feeling funky, if you hold the attack for the saw, it continuously grinds at enemies within range, which builds up the stagger bar insanely quick
@@pilidod Apparently the subreddit has community threads of decal codes for each platform, so you can download some cool ones other people have made. I'm trying to learn how to use the editor myself, but something I suggest trying is using the presets on your mech to do stuff like paint sections of parts you normally can't paint by themselves with blown up decals on both sides of the part (wanna paint red stripes on one shoulder of your mech? make a red square decal and then just try different angles, places, and sizes until you get it where you want it, then copy and paste it for more stripes). As for the editor, using the presets and the masking options to cut them up can get you really far.
Practice melee cancels with the 14k melee booster. You can close the gap faster than any assault boost can by dodging forward to cancel the attack, keeping momentum. React fast enough to the opponent trying to dodge and it's game over for them.
Ive never played this game or any of the previous ones but from what I can gather, Oro will find a way to Falchion someone to death in any Fromsoft game.
I had been using a super light build with Zimmerman + lance + dagger + missiles and it's super fun and effective But now I'm trying pulse blade + dagger + Zimmerman + missiles just for giggles and it's super fun! Melee canceling makes this one
Sounds nice. I skip the missiles and opt for Songbirds since the melee FCS destroys missile lock anyway. Bonus huge blast radius x2 (60). I've been using the dagger for trash mobs, and even just leave it on and do bosses with it, but it does have pretty crappy impact damage compared to pulse, laser and pretty much anything else in the melee market. Easy to harass and QB out of and an almost non-existent cooldown make it super fun (with high melee thrust, too).
even if this game is hard to a lot of players who funnily can't even get past the tutorial lol, I am still hyped to play this game at the end of the month
@@YoSaikou I actually made a meme build out of this combo since you can charge the shotgun while the lance's charge melee is going off, so you assure the full charge shotgun blast hit the target after the lance charge since it'll stagger if you get both hits
That staff weapon looks real sweet! Have you tried the charged Stun Baton weapon any? I find the delayed overcharge consistently puts the enemy in a second stun lock even during a stagger, making it extremely punishing if it lands. Can’t say if it’s better than the staff since I don’t own that yet, but it does lend itself to some sweet combos with its short cooldown and extended stagger state.
This is without doubt, my favorite build in AC6. With the exception of the right shoulder; I put missiles there for multi-target needs during missions. This build got me through the entire campaign, including IB-01.
bare fists in pvp is crazy, you need to try it, you can stunlock anyone once the ACS is down and you can just spam it with no cost because you can use the punch even with 0 energy, i tried it and its so hilarious!
Oro you should try a build around the VP-66LS laser shotgun. the charge shot is hella underrated on how effective it is catching people on the ground and can do some scary damage.
@beegest_yoshi explosive charge. it has great mid/close range tracking especially if you catch them in a dodge or wall, but chances are higher if their on the floor. you get ALOT of stagger meter on them. which normally causes them to panic.
Have good energy awareness. Always have enough energy to have a QB ready for it. As for timing, it's easier to see it when someone uses it from far away, which makes it easier to dodge. The Lance can't follow you when QBing out of the way after its been used. Hence why you want some distance. 150m ideal, but you can get away with 100m if you work on it.
Don't dodge back and to the side unless you have a stability nuker like 2 zimmermans or shoudlerweapons. Dodge diagonal forward and it should muss their tracking.
Really weird to see this build right after I made a similar one. Imo the starter pulse blade is still one of the best if you use that instead of the twinblade.
So nice to see someone who just appreciates a good fight rather than being upset when they get outplayed sometimes. Oro wholesome I can't wait to get that spinning staff weapon to try out. Saw it in the trailers, it's crazy how much damage it does.
anyone know what the back weapons the first openent uses are? im trying to find those missles and i dont see them in my parts lists. finished ng++ so i can get any part.
playing against lancers are quite the gamble, cause the moment you see them charging the lance, you just stagger due to the desync >.< That and pair with Zimmers which has disgusting high range it becomes almost impossible to dodge. Not to mention 90% of weapons in game require close range usage so you can never get away from being meleed to death via desync. I've taken hits from 200m away where they are lancing air and im just staggering from far away.
Honestly I’d say optimize your ac for either more energy or better energy recovery over a bit of health. You tended to get into trouble only when you could apply pressure at close quarters and so sacrificing a bit of health for the ability to keep dodging and closing more often instead of relaying on weapons to close the distance might be worth it
As cool as the Slicer is, is it any more effective than the Pulse Blade out of a Lance stagger? Pulse Blade has significantly higher Direct Hit Adjustment, and staggers way easier, plus is lighter and faster. Not trying to shit on the Slicer, actually just looking for reasons to use it over the Pulse Blade, aside from it being way cooler
But what do you do about the fly-fly rocket boys? My build is close range, when my opponent realizes this and if they have good rockets they'll just stay out of reach and widdle me down. My booster blaster isn't blasting enough boost
Ngl i cant wait for the zimmerman nerf, as someone who uses it most of the time, its painfully overpowered, there is no point not having one equip for a close range build, even if youre an energy weapon build. It has too much range for how much damage it does. For example, you can run 4 Zimmermans & keep switching & pumping put insane dps & stagger, pretty much trivializing pve. Not a missle user, but im guessing were going to see some nerfs to their effective range, which wouldnt put it in the ground but make it a bit less safe which is good. Even with a build that counters missle boat, its a soft counter, and you have to play VERY tight, while they more or less are doing nothing lol. It would be nice if they changed things around so we can see a bit more room for skill in matchups, not just hard counters & perfecting the meta.
why not use orbit thought, gun orbit do help a bit with stagger sustain. me been using roughly similar build but with laser dagger, it recharge super fast