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TylerDoesGaming
Canada
เข้าร่วมเมื่อ 17 ก.ค. 2023
Hey guys, I'm Tyler.
I like to play games.
I like to play games.
This May Change The Way You Build Your AC's - Fully Understanding Frame And Internal Parts
The first part of my Master Builder Mini-Series for Armored Core 6!
In this video, we look at ALL of the underlying details for frame and internal component stats.
I hope you learn something here!
Part 2 - Weapon Stats - is coming next!
0:00 - Intro
1:01 - Frame Shared - AP
1:54 - Frame Shared - Defenses
4:20 - Frame Shared - Defenses and Stagger Direct Damage
5:43 - Frame Shared - Defenses Additional info (Defense Value is NOT linear)
7:20 - Frame Shared - Defenses and Ricochet
7:56 - Frame Shared - Attitude Stability
8:56 - Head - System Recovery
12:34 - Head - Scanning
14:18 - Core
15:44 - Arms
16:18 - Arms - Recoil Control
21:14 - Arms - Firearm and Melee Specialization
22:14 - Legs
24:23 - Booster
27:10 - FCS - Tracking Assist and Arm Target Tracking
34:50 - FCS - Missile Lock Correction
35:21 - Generator
37:24 - Generator - EN Output - Understanding EN Supply Efficiency
38:26 - Generator - Aerial Recharge Speeds
38:45 - Expansion
40:37 - Weight
41:15 - Weight and Attitude Recovery
41:57 - Weight and Kick Damage
42:28 - Weight and All Boost Stats
48:42 - Weight and the Overburdened Condition
49:52 - Outro
In this video, we look at ALL of the underlying details for frame and internal component stats.
I hope you learn something here!
Part 2 - Weapon Stats - is coming next!
0:00 - Intro
1:01 - Frame Shared - AP
1:54 - Frame Shared - Defenses
4:20 - Frame Shared - Defenses and Stagger Direct Damage
5:43 - Frame Shared - Defenses Additional info (Defense Value is NOT linear)
7:20 - Frame Shared - Defenses and Ricochet
7:56 - Frame Shared - Attitude Stability
8:56 - Head - System Recovery
12:34 - Head - Scanning
14:18 - Core
15:44 - Arms
16:18 - Arms - Recoil Control
21:14 - Arms - Firearm and Melee Specialization
22:14 - Legs
24:23 - Booster
27:10 - FCS - Tracking Assist and Arm Target Tracking
34:50 - FCS - Missile Lock Correction
35:21 - Generator
37:24 - Generator - EN Output - Understanding EN Supply Efficiency
38:26 - Generator - Aerial Recharge Speeds
38:45 - Expansion
40:37 - Weight
41:15 - Weight and Attitude Recovery
41:57 - Weight and Kick Damage
42:28 - Weight and All Boost Stats
48:42 - Weight and the Overburdened Condition
49:52 - Outro
มุมมอง: 33 633
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[AC6] RAT TRAP - Countering the Missile Rat Meta With Oppressive Sustained Fire
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In this Armored Core 6 video, we explore a method of building an AC that counters the missile rat meta. Including a full detailed breakdown of a couple of underutilized weapons that are fantastic for this purpose. This build is so incredibly fun to play! I really hope you enjoy this one, and I would love to hear your thoughts in the comments! 0:00 - Intro 0:20 - Opening discussion 1:20 - Curtis...
[AC6] MOONSHOT - Exploring the Intricacies of the Laser Dagger and Wuerger Shotgun
มุมมอง 23Kปีที่แล้ว
In this Armored Core 6 video, we discuss the the power, and devastating combo potential, of the VP-67LD Laser Dagger and the WUERGER/66E Laser Shotgun. Including what makes them such great weapons, what makes them so great when used together, and some builds I've put together you can use to reach their vast potential. I hope you enjoy this one! 0:00 - Intro 0:38 - Laser Dagger 1:18 - Wuerger 1:...
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[AC6] Underground Exploration - Depth 3 - S Rank
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[AC6] Underground Exploration - Depth 3 - S Rank
[AC6] Underground Exploration - Depth 2 [alt] - S Rank
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[AC6] Underground Exploration - Depth 2 [alt] - S Rank
[AC6] Underground Exploration - Depth 2 - S Rank
มุมมอง 66ปีที่แล้ว
[AC6] Underground Exploration - Depth 2 - S Rank
[AC6] Underground Exploration - Depth 1 - S Rank
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[AC6] Shut Down the Closure Satellites - S Rank
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[AC6] Intercept the Corporate Forces - S Rank
มุมมอง 41ปีที่แล้ว
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[AC6] Take the Uninhabited Floating City - S Rank
มุมมอง 32ปีที่แล้ว
[AC6] Take the Uninhabited Floating City - S Rank
damn the dagger "reloads" way faster than the pilebunker
subbed in case part 2 drops at some point. outstanding density of knowledge and very clear presentation!
Me watching this knowing full well the only builds I’m making will just be gundams
I got AC6 the day it came out. Never played an AC game before. For a week I was stuck on the first level, couldn’t kill the helicopter so I gave up. I got heavily into Ultrakill afterwards and that game taught me a lot about movement and tenacity. Came back to AC6 a few days ago and have already beaten it. I think this video should be featured on the main menu of the game. It has helped me do much. Thank you.
Great video! Hope to see more
I don't know what the FUCK an AC is, all I know is these big metal guys need to get Pile Bunker'd
thank you for the impressive effort made to create this video, definitely the best in depth analysis of the game mechanics you can find on youtube. Sad to see that you did not end up making part 2 about weapon mechanics, understandable given the hours of work it must take to make something like this.
13:33 i would like to object this statement because if you look down while mid air, it IS a sphere. Not a cone
Great video, anything change in 1.06?
So do you have a math degree or?
Part two please! This is amazing. Thank you so much.
amazing job!
Build?
came here for FCS explanations , was not disappointed
Does Assault Boost also increase Accumulative Impact by 20%, or only Impact?
epic breakdown for the explosive thrower. After beating the game once thru and dipping my toes into PvP, the explosive thrower is definitely one of the most unique and fun weapons in any game really. almost feels like a wall of fire spell or something. And it works well on highly mobile ACs and heavy ACs
Reverse joints have always been my favorite even back in the PS2 days. The kicks in this game are so satisfying
super helpful thanks
Yo man this is a great video. It feels super accessible and easy to watch. Hope your still making these.
You can actually negate the stun from landing when overburdened by bunny-hopping (pressing the jump button right before landing), or quick-boosting right before landing. The window for each is slightly different.
The scan animation not matching the effect like that is really frustrating, why give it a bubble animation if it's not a bubble.
Dats a lotta numbers
I don’t math well but I did learn something thanks
What a goat
Having not entirely finished the campaign, I feel like Ibis is a softlock for newbies to fully grasp a more mobile opponent and to counter it. I ragequit after so many attempts, getting it to it's second phase and dying just around half of it's second health pool, but upon realizing some things and many errors I think the answer lied in what I chose in parts/upgrades and how I decided to fight. ...The biggest thing for this game is that it's hard to find a mech build that felt comfortable, I always kept switching things around to fit the mission, and such a tactic as that I think cheated me out of perfecting and honing a skillset than a crutch against a programmed or oversized enemy. Since I've got many of these videos in my recommended I think I ought to give it another go. Might still be frustrating but at least I'd have more info and a fresh start.
Bro this is like AC University TY so much
tbf to the wrecker arms, they work perfectly fine on a shell + explosive thrower or flamethrower gunboat. theyre super niche though and i dont think youd ever wanna use them in high level pvp lol
Great video, only question I have I thought I noticed different was: For booster's upward EN consumption stat - is based on altitude distance and not burn time. As in someone may think if a booster has more upward thrust it would require less time to travel to needed height and save energy. Think I noticed Over Boost however works the opposite where you want both low energy consumption stat and a faster OB thrust to equate to most distance traveled per energy consumption. Happy to hear for someone like yourself if I missed something as I not near study the effects of these as much as yourself and be wrong.
Just to check, does this mean that if you’re using a weapon with more than 20 shots per second, you shouldn’t care about recoil control in arms at all, or is it just less impactful than it j’le be with other weapons?
That's right. During the firing period (holding the button down), there is no effect of recoil control for weapons at 20 fire rate. There is one benefit though, in that higher control will reset the reticle slightly faster. Whether that's useful is up to you! I hope this helps :)
@@TylerDoesGaming very, thanks, and thanks for the awesome video:)
awesome video, thanks man! subbed
Tanks are still much too op in pvp. Its just unfair and not fun at all when you're oppenent is able to survive 4-5 staggers with full burst while you get oneshot by two shoulder cannons splash damage. Its just bullshit. The fact that they can carry every weapon too, makes it unplayable for light Ac's. Sure you can be lucky and dodge every shot but you are always on the edge, while the tank is calmly spamming his triggers, without the fear to get oneshot. They really have to do something about this. But I love the game and hope they will bring more AC stuff in the future!
exceptional video, thanks for putting it together
33:37 So Canadian, he has to apologize for it. Have you checked your coffee stream for blood and maple syrup levels, yet? lol.
Im a simple man. I see Explosive Thrower, i like the video. Love me my Harris, love me my thrower. Hate rats, hate tanks. Simple as.
This video EPIC thank you so much for all the time you put into this!! Was looking for a much more in depth guide than the surface level explanations that everyone else explains/you can literally read in the game. Phenomenal work, subscribed <3
Wow! For the longest time I've only been doing 2 hit combos on my laser dagger and finish with wuerger's charge, didn't know 3hit combos also create a true combo with wuerger's charge attack
I am absolutely blown away at the amount of information in this video that I did not know. I have beaten the game 3 times and acquired most of the parts, I have gone through a whole bunch of deep dives into the game mechanics on TH-cam and Reddit throughout my entire time playing this game, and I have done my own fair share of testing in the practice area when building AC's. And yet despite all of that, I was still able to learn a pretty astounding amount of new things from this video. Great content all around, and I hope that this video gets more views in the future. It definitely deserves it for the quality that it is
Looking forward to the weapon breakdown
New subscrib
Thanks for doing all the work. It's kind of amusing that understanding AC stats requires a lecture on it. I find it impressive how all that comes together and gives a sense of build variety with noticeable change. The most obvious to me is how different legs work completely differently and on top of that tanks have thrusters built into it. Once I unlocked the different types of legs I was very surprised and impressed since I kind of thought that regular ol' legs with different stats on them is all there will be.
As an added edit the only feedback I can give ( and this might to, if possible) add a simplified explanation for things that have more data/math. I assume most people are here for all that and you clearly did a good job, however, the simpleton that I am some things just went over my head despite being there plain to see. The supply recovery delay was the one that I understand what it does and there is a specific calculation to now the seconds it takes but it would be nice if there was a shorthand way about what makes it better and worse. (And as a side note, is there a setup where using up your EN to redline and start recovery faster/better that stopping just short of it?) Granted, I'll be the first one to admit that it might just be me being too lazy to engage in math so it might be a mute point that's not helpful if at all understandable. Regardless, thanks for reading through.
Nicely done
the moondial is my favorite loadout. the wuerger is a fantastic weapon and i think the laser pistol compliments it a lot.
this was so cool!
Hey Tyler i love the video, i was wondering if you had links to any of the datamined sources on system recovery, base status, and status per hit. I am working on a database for amored Core 6, and I'm trying to find the values datamining but cannot find the ones you referenced and wondered if you had a source. this would help me finish up a lot, also any other sources you have.
Hey I'm glad you enjoyed the video! Not at my pc to check at the moment but assuming you are using a regulation file reader, the base status should be an attribute on head pieces in the equip item params. Status per hit is a property on the weapons, either in bullet param or equip param. You should be able find the correct params using the values I've given. I hope this helps! Looking forward to whatever DB you come up with, sounds like a great project!
Genio total sos el único que me ayudo con esta misión
Made a similar build with both stun baton and explosive thrower. Still used the curtis because its such a good weapon! I also found that a ton of people in PVP don't actually use quick turn at all, so anytime a player and I overshoot each other or I am being chased, I charge up a shot, quick turn, shoot, and then thrower and they die
Such a underrated video
First off, how does this doesn't have much more views. You where definitely right this changed the way I wanna build my ACs in a way that I am now much more aware of what the trade offs are and at which point for what. This was a long watch as I watched several times and I am amazed at the effort you put into this. Below are some points that I either didn't understand or wanted to ask some questions on, they might serve as a topic for the next video or some clarification addon. 12:33 Didn't quite get the formula here. Given that 500 AP is the base that every AC has for system recovery, the stat itself is a modifier for that, does that mean that for example 100 System recovery will mean no modification to the stat or? 28:21 This part is confusing as to what does a "Close range fcs" mean as some fact have a both stats high for example does that mean that for every FCS Range Assist above a certain number the time to lock on will be the same? 31:02 These break ranges need more details. From this it seems that there are two "Middle Ranges" and that there is a empty range between 250 and 270. 33:35 Not being a math nerd I kind of don't understand this one is it (90 - (9/10)*x)*(100/z) ? Well done man, it was a great video looking forward for the next ones! ^_^
Hey glad you liked it, I'll try to answer your questions! 1) yes, 100 would mean you have presicely 500 status defense. 2) oo yah good spot, I missed the sub range between 250 and 270, that's the linear shifting bracket between mid range and long range. 3) yep! That's correct! Keep in mind this is an approximation created using the frame analysis data. Sorry for the delay, I hope this answers your questions!
@@TylerDoesGaming No problem at all thank you for taking the time to answer them!
I get that this is late, but I'm not convinced by what you said about coral generators affecting expansions. First off, I don't think coral assault armor gets PA interference. If someone uses normal pulse armor and you use normal AA, the pulse armor is immediately stripped before the AA impact goes through, making it a prime counter to PA. But with coral generators, AA no longer staggers (or does any impact) to the opponent AC despite it still deleting PA, leading me to believe that the initial blast with PA interference is not present on coral AA. Likewise, using normal AA against coral PA only takes out about 2/3 of the PA, leading me to believe that coral PA is not affected by PA interference. I love the research you did for this video and the information here is invaluable, but I have had too many experiences with these expansion interactions to agree with you on this point, and I'd hate for there to be an inaccuracy here.
Did you say Masturbuilder?