Share code (PC: unfortunately doesn't work cross platform): V79DK0FWFYA4 This is the PVP base version. Feel free to tweak. P.S. color for Silver Haze is different in battle than in assembly. Not sure why but assembly can't display the silver color.
The color difference is probably because lighting in the assembly menu is very dark, so colors that are neutral look very different. The same applies to highly reflective paints on ACs.
I like how you use the “protect the drill” mission as your first clip. That mission made me so pissed a week ago, that I had to put on quads, 3 missiles and a canon so I didn’t get too heated. And it was my first time using quads and even the weapon loadout
IDK anything about AC never played it but I am subbed from Eden ring still and still watch all his videos cuz I like his voice lol. And he's a genius for sure, totally agree. He had the best elden ring build analysis on YT
the explanation about quick boosting using leg jump and intentioanlly going over ideal weight made me realise why i was finding my reverse joint build so much more manoeuvrable and generally better in pvp thank you
This game is seriously more fun because of your videos. I was just about to write off all Reverse Joints collectively, but now I have a reason to experiment further with them. Thank you a lot for your insight
This is such an incredible build optimization, I never even considered timing QB reload with landing time on reverse joints. Definitely gonna try this setup out in pvp. Thanks for the great content as usual, and looking forward to the rest of the parts guides!
Oh hey, the legs+quickboost mechanics! You took it a different way than I did when I was goofing around with this dynamic! Personally, I went to maximize the QB thrust, to make my hops travel further distances, whilst also disregarding the reload time. Ended up using the Institute boosters instead on a build that looks very very similar to this one! Timing the reload speed to exactly match when you touch the ground is a great idea though, so you can ensure you don't accidentally flop around too much. Very clever idea.
I can definitely see the use of this QB trick, but for me, it is important to be able to change directions rapidly. Therefore, I optimize around keeping the QB reload time down. Even then, I very often go a bit over the ideal weight of my boosters.
It is definitely build dependent. For this I just need to kite and its about efficiency and distance. If you're playing something more melee based, then there's usually more need to QB more. Otherwise, this is plenty enough imo or you'll need to waste a lot of stats on boosters that can QB enough to drastically change your positioning and lose out on many other stats.
I find this also applies with Zimmermans, at least in my experience - being able to quickly change directions to counter enemy kiting or evade fire without going vertical is nice.
There are many ways to change directions rapidly. Simply jumping, falling, turning or stopping are all rapid changes in direction that most ACs are capable of performing with little or no delay.
OMG, you just helped me figure the perfect boosters for MY missile boat, reverse joint build. I did notice the issue with quick boosting with reverse joints and thought it was odd and had no way of being fixed but I guess I didn't take into account weight and how it also influences reload time. Great build btw, I also just worked on a RJL missile based build but for PvE. I just don't do the manual aiming part tho lol.
I was stuck trying S rank that mission for weeks and thanks to you I've cleared it AND I understand more about boosting with reverse joint legs. Thanks again Chrightt!
Matching QB reload time to your jump timing is expanding my brain. There are so many things to consider in this game when it comes to building a truly optimal AC, and these videos are so helpful.
Awesome vid Chrightt. This stuff was on my mind as I was building my reverse joint AC, but I would never have been able to properly explain it to anyone! You are a good teacher.
I love builds like this! I love seeing people go into PvP with a unique build that fits them, instead of the players who just pick the best most OP possible weapons and parts. Tank legs, coral missiles, duel Zimms, etc. They just copy and paste the most annoying things.
This is how mastery in putting together build shines, knowing what it needs to excel at, and knowing how to maximize the needed stats while also utilizing inherent weaknesses to your advantage
Saw myndrr's manual aim charged nebula + jamming bomb build and wondered when you'd catch on. Manual aim removes the notification beep that goes off for your opponent when you fire a weapon with FCS lock. All you need is enough of a splash damage radius to compensate for bad aim.
For that mission, I used Arms: HML-G2/P19MLT-04 and Back: BML-G2/P17SPL-16. Because of the trajectory of these missiles, you go through all of them like they don't exist. It helps, if you have super quick build, reverse joint, jump around, and you almost don't take damage. btw: thanks for all your other videos.
Noticed much the same when testing boosters on my own RJ build as well as noticing the distance traveled between low QB and high is more narrow then one would think, looking forward to your vid on them to see what else is needed to know about them, especially the dynamic of QB distance vs QB length.
I recently found your content but I greatly enjoy it, I've avoided all spoilers and tips/tricks while I puzzled out ac6 over a weeks time. I've learned a lot from watching your videos. So thanks. I love the reverse joint legs, wish they had more talon-like legs, spring chicken is sexy af but it's not edgy enough for me.
that QB optimization is really clever, although it probably requires quite some finetuning every time you switch something out. it's also only realy relevant with reverse joint legs. still, it's certainly useful information. great job.
Wow I also had an idea to try to sync up the quickboost reload time with the time it takes a reverse joint to land after a grounded quickboost, but I never thought of using the booster's ideal weight to affect the timing. Really cool video, gonna try improving some of my reverse joint builds with that booster trick.
thx for the great guides! but its very hard to find the full build without timestamps, on the explain section, builds and parts are keep changing, its even harder to see each one is the main build. anyone knows where the main builds shows? on the video (ire Dragon Build (with the new Lammergeier) - Armored Core 6 (AC6)) it shows full build at 7:50. but some other videos didnt show which one is the full build. i think its better to have a build list on description so viewers can copy the builds easier. thx again for the great guides!
Yet another indepth video by Chrightt. I am waiting with high anticipation on your guide on cores found in this game. For the longest time I slept on the Tian and the Dessert legs (the ones Carla's AC use, I forgot the name), the stability is so high with these parts, one could compromise their headpiece with something that has less stability control.
when you assault boost away from your opponent, using a 180 quick-turn out of it is *much* faster than letting the stall animation play, esp if you're going to be using AB defensively
I really hope to see bulky/tanky builds from you, you really put a lot of good thought into them and they feel so complete all around. Edit: If is not much i have a question: you think its a good idea to try to make a RJ build for melee? It seems cood to runaway but how detrimental would be to run it with a shotgun, a shield and a melee weapon?
@@Chrightt Might just be me having skill issues but I found trying to melee in RJ always feels like I'm fighting the AC's desire to zoom past the target.
@@zchen27 it is certainly problematic, I kinda like the image my "grasshopper knight" AC give, but is definitely hard to control, specially vs flying enemies.
Holy guacamole, I’ve been wondering about how it would be to sync up the reverse joint QB hop recovery time with my QB reload time but didn’t have the patience to experiment with it. Good to see that it works! I’m also keen to see whether I can combine it with a fast enough EN recharge rate to start regenning before landing.
This video reminds me that in AC1 you could get damaged by your own explosive attacks. Would be cool if ABoosting past Apperetif user would make him deal with his own missile swarm xD
Funnily enough, I didn’t start really grinding out S-ranks until I finished NG++, so this was actually one of the first missions I S-ranked. Definitely wasn’t easy, but double Songbird plus double detonating bazooka did the job. 😂
i have a similar build, but focusing on keeping weight down and using the hokushi and ephemera core to get enough supply to regenerate EN even in the air. With above 7000 efficiency and gridwalker, the regeneration and vertical thrust allows it to fly indefinitely .
8:40 its not necessarily the most ammo efficient way, but dual zimz and songbirds just speedruns that mission crazy fast. a single combo will leave the coral AC at 10%ish and are easily followed up (assault boosting straight to its spawn location will get you a free kill) and going into the crater and waiting for the wheels to come in and songbirding the ground will let you zimmerman for the kill, or if your trigger finger is fast you can do that in the reverse order. not that hard to do it hitless
Stuff like this is what i love about AC as a new fan because of VI. Im only on NG+ but ive spent so much time making cosplay builds and resting them that its starting to reach neck and neck to my actual playtime of the campaign. So far ive built some ofy favorite transformers, trying to make a playstyle and appearance of Halo elites, its been such a blast
Cool video m'dude. I also tried to do a similar optimization of reverse legs but for the generator recharge delay, so has soon as you touch the ground, the eng starts to recover at full speed but this is cool build as welllll
This may be 10 months late, but I have a tip for anyone who is interested to do this build: the 1.27 QB reload time highlighted here is *not* necessarily the best. That it the time it takes for 1 complete horizontal jump of a RJ *on a mostly flat surface*. Sometimes in maps that have even the slightest of incline will cause the QB to flop. So dont worry about it if you cant get exactly 1.27 reload time on your build. I personally have found that 1.28 and even 1.29 QB reload time feels pretty much the same as 1.27, with the added benefit of making flops less likely to happen if you fight on bumpy maps.
The exact weight that will allow you to buffer a frame perfect grounded qb using the mind beta legs with gridwalker is 76620. Go even 10 weight above this and you will end up buffering a qb right before you land.
A cool trick with those hand missiles is to launch them and fly up right away If the opponent is hard locked or chooses to look at you then they don’t see the missiles coming at them on ground level Doesn’t work if your too far away
For missile build I prefer to has a bit of distance from enemy before fire the missile so that the missile has time to adjust the directory to homing the enemy. If do not has enough distance the enemy can easily evade the missile.
Quick boost performance seems to have a pretty wide variety of opinions. I definitely feel most at home with lighter ACs with a low QB cooldown like with the Alula or Gills, even with a reverse joint you can still get a pretty useful mid-air dodge especially if you reverse your direction. For heavier setups leaning more on the legs to do the heavy lifting makes sense, but I struggle to live with longer QB cooldowns.
Missile builds do really well in Escort the Weaponized Mining Ship and got me my first S rank in it, but I managed to beat it faster with a reverse joint build with two dizzys and two stun needles. I was trying it out just to show a friend the WE ARE CORAL WARRIORS line after destroying the ship in the other mission. Definitely a struggle for pvp, but it was wild against that mission.
i mean, this is why we have parts that people think that is underwhelming or impractical, there are stats that tend to thrive on those lowered performance to have a harmonic function to certain builds owO
I made a nearly identical build (different weapon loadout) except it used the heavy Coral generator and the 12345 thrusters. idk if I'd call the build great, it was at least very food at dodging Ibis CEL, but what I did discover is that 12345 created almost 0 landing lag after using a grounded quick boost with the Mind Beta legs.
Ive fought something like this yesterday with your last build for pvp since it has become my favorite AC ive ever run. It was named Archangel tho so i dont that that was you but funny to see it
Wow! Great tech in this video. If you could add a game mode to the game, what would you add? I want an endless tower mode, where more enemies spawn the more floors you clear.
Does the ideal boost timing change between the different RJ legs? Can you do this kind of optimisation with the others, or is it just the Mind Betas and Grids that have this weird little synergy?
They will usually be slightly off by a few decimals of a second. The safe way is to just test it and see if it works. Going slightly over in weight on QB reload time is better than going under.
i still don't quite understand what the point of reverse joint legs is. bipedal legs are significantly more resilient and even lighter, which seems more useful for kiting than bouncing with your grounded quickboosts. Every time i try to make a reverse joint build i end up just swapping out for some bipeds and they work much better
I got confused because there is a lot of information all at once. If I want my RJ build QB to jump very far to dodge incoming attack. The stats I want are Jump Distance from the legs and QB Thrust from the booster?
I'm really glad you made this comment :) I named this Silver Haze on purpose for this exact reason actually since this is actually mid-weight and heavier than Rusty's AC but I wanted something roughly the same color and idea. That's how it ended up as Silver Haze as Silver was the closest metal I found that fits what I wanted.
11:00 Another part of it is that in PvP, the enemy is not where they appear to be on your screen. Even though it's been like this in Chromehounds, it's not the worst. AC 4 and ACfA were the worst about it. This is like Chromehounds bad. It's clear whenever they're not where they appear to be, and it's obvious where they actually are. A whole body ahead sometimes. Afterall, you are only seeing the what had already happened as far as movement is concerned. This is part of why shit misses so damn much online. It's targeting a ghost of you.
Hey Chrightt, I don't know if you read comments or not. But could you do an in-depth analysis on the difference in damage types, and which bosses/enemies have resistances and weaknesses to damage types? I think this is something that is difficult to understand for a lot of players, and could help people for optimizing their builds in PvE
I can do a guide on defense/EHP etc in AC6, but I haven't got a clue which PVE mobs has what defense 😂 Never took a look. I'll try and find out though.
Assault boosting into missiles isn't that great of an idea honestly. The missiles will still end up chasing you (like the pulse weapon guy). Plus, my simple answer to assault boost is to just jump upwards and let them burn their energy since RJ jumps are high enough to hop over assault boosts if you haven't tried.
I understand that you can do without the fast reload time, but I don't see how this is revolutionary. You can just... wait before quickboosting. Sure it helps prevent mistakes, but there's no need to plan your entire build around that.
Well, the build was already going to be using those weapons. Tweaking the defensive piece to allow this to work makes perfect sense. As for why this is revolutionary, it is precisely because you don't need to wait. A misclick during a heated battle? wasted energy + no distance covered. waiting for, say, 0.23 seconds extra? Possible but hard enough for humans to do consistently. You're still dodging 0.23/1.27 = 18.1% less than me WHILE having to remind yourself to consistently delay your quickboost. This works because I'm using the RJ's extra long jumps and I can just spam my dodge key. Try it for yourself. Don't perfect time your dodge like my build and see how much worse off you are.
this video really opened my mind about boosters and movement options, I'll be honest and say I would never figure out that a bigger delay could be beneficial, even tho I already noticed how only the first boost is actually good with reverse joints and boosting again when you're already in the air is kinda like a wet fart and just sucks in general. And as a reverse joint main I feel kinda of ashamed not gonna lie.
Share code (PC: unfortunately doesn't work cross platform): V79DK0FWFYA4
This is the PVP base version. Feel free to tweak. P.S. color for Silver Haze is different in battle than in assembly. Not sure why but assembly can't display the silver color.
Can you make a laser shotgun build with the ones Arquebus made, I really love those
@SlavG1337 Sure!
@@Chrightt thanks
The color difference is probably because lighting in the assembly menu is very dark, so colors that are neutral look very different. The same applies to highly reflective paints on ACs.
I like how you use the “protect the drill” mission as your first clip. That mission made me so pissed a week ago, that I had to put on quads, 3 missiles and a canon so I didn’t get too heated. And it was my first time using quads and even the weapon loadout
good lord, that intentional quickboost delay trick is actually genius
I dunno how you think of this stuff, but I'm glad you're here to help dummies like me think about different builds
You’re a genius. The perfect timing on the ACs boost is blowing my mind.
That really depends on your opponent, not so much your build.
@@ligaar0849 what? I mean the way he built the AC to que a boost right as he touches the ground is creative af. Nothing about playskill
IDK anything about AC never played it but I am subbed from Eden ring still and still watch all his videos cuz I like his voice lol. And he's a genius for sure, totally agree. He had the best elden ring build analysis on YT
A good way to demonstrate working around weaknesses of boosters, and effectively showing how gridwalker is basically the best booster imo
Outside of niche uses and setups gridwalker is trash but go for it.
the explanation about quick boosting using leg jump and intentioanlly going over ideal weight made me realise why i was finding my reverse joint build so much more manoeuvrable and generally better in pvp thank you
This game is seriously more fun because of your videos. I was just about to write off all Reverse Joints collectively, but now I have a reason to experiment further with them. Thank you a lot for your insight
Glad all my tinkering inspires more tinkering! :D
meanwhile i’m here never touching the normal legs lol
Your last missile video actually inspired me to similarly make a lightweight missile build with the kasuar legs. Thanks for that!
Same here. Exactly that.
This is such an incredible build optimization, I never even considered timing QB reload with landing time on reverse joints. Definitely gonna try this setup out in pvp. Thanks for the great content as usual, and looking forward to the rest of the parts guides!
I cant wait for your booster breakdown video. Your breakdown videos have been so helpful to me.
Oh hey, the legs+quickboost mechanics! You took it a different way than I did when I was goofing around with this dynamic! Personally, I went to maximize the QB thrust, to make my hops travel further distances, whilst also disregarding the reload time. Ended up using the Institute boosters instead on a build that looks very very similar to this one!
Timing the reload speed to exactly match when you touch the ground is a great idea though, so you can ensure you don't accidentally flop around too much. Very clever idea.
I can definitely see the use of this QB trick, but for me, it is important to be able to change directions rapidly. Therefore, I optimize around keeping the QB reload time down. Even then, I very often go a bit over the ideal weight of my boosters.
It is definitely build dependent. For this I just need to kite and its about efficiency and distance. If you're playing something more melee based, then there's usually more need to QB more. Otherwise, this is plenty enough imo or you'll need to waste a lot of stats on boosters that can QB enough to drastically change your positioning and lose out on many other stats.
@@Chrightt You're right on the money lol, I always carry melee, usually the pile bunker or the dagger. Seriously, that's impressive insight!
I find this also applies with Zimmermans, at least in my experience - being able to quickly change directions to counter enemy kiting or evade fire without going vertical is nice.
There are many ways to change directions rapidly. Simply jumping, falling, turning or stopping are all rapid changes in direction that most ACs are capable of performing with little or no delay.
@@haydentravis3348 Wait, really?
OMG, you just helped me figure the perfect boosters for MY missile boat, reverse joint build.
I did notice the issue with quick boosting with reverse joints and thought it was odd and had no way of being fixed but I guess I didn't take into account weight and how it also influences reload time.
Great build btw, I also just worked on a RJL missile based build but for PvE. I just don't do the manual aiming part tho lol.
I was stuck trying S rank that mission for weeks and thanks to you I've cleared it AND I understand more about boosting with reverse joint legs. Thanks again Chrightt!
Matching QB reload time to your jump timing is expanding my brain. There are so many things to consider in this game when it comes to building a truly optimal AC, and these videos are so helpful.
I never even thought about deliberately raising my reload time for guaranteed grounded jumps, that's very clever.
wow, really good point about ideal weight working FOR you and giving an excellent demonstration
Good testing, very astute observations. I find I enjoy those boosters too. The climb rate is fun for positioning in pvp maps with verticality.
Awesome vid Chrightt. This stuff was on my mind as I was building my reverse joint AC, but I would never have been able to properly explain it to anyone! You are a good teacher.
Your use of mechanics to make a build that works for you is why I love your videos.
Thanks! Love putting out interesting builds that can encourage people to build their own whacky builds!
Amazing build, I love using the detriments of parts to your advantage. Looking forward to the booster vid
the way the Aperitif's track those rollers and just smack into them is so satisfying
The booster video has got to be the video I am looking forward to the most.
I love builds like this! I love seeing people go into PvP with a unique build that fits them, instead of the players who just pick the best most OP possible weapons and parts. Tank legs, coral missiles, duel Zimms, etc. They just copy and paste the most annoying things.
Very interesting trick, although very reverse joint specific. Can't wait for the booster video!
I knew it! The booster timing can be worked with the reverse joints. Gonna have to play around with one of my older builds now
This is how mastery in putting together build shines, knowing what it needs to excel at, and knowing how to maximize the needed stats while also utilizing inherent weaknesses to your advantage
Your channel is a blessing to us Armored Cores
Saw myndrr's manual aim charged nebula + jamming bomb build and wondered when you'd catch on. Manual aim removes the notification beep that goes off for your opponent when you fire a weapon with FCS lock. All you need is enough of a splash damage radius to compensate for bad aim.
For that mission, I used Arms: HML-G2/P19MLT-04 and Back: BML-G2/P17SPL-16. Because of the trajectory of these missiles, you go through all of them like they don't exist. It helps, if you have super quick build, reverse joint, jump around, and you almost don't take damage.
btw: thanks for all your other videos.
The world makes way for the man who knows where he is going.
i love the channel mascot and intro. its so cute and i always look forward to it somehow xD
Noticed much the same when testing boosters on my own RJ build as well as noticing the distance traveled between low QB and high is more narrow then one would think, looking forward to your vid on them to see what else is needed to know about them, especially the dynamic of QB distance vs QB length.
This is some real galaxy brain stuff, I love it.
I recently found your content but I greatly enjoy it, I've avoided all spoilers and tips/tricks while I puzzled out ac6 over a weeks time. I've learned a lot from watching your videos. So thanks. I love the reverse joint legs, wish they had more talon-like legs, spring chicken is sexy af but it's not edgy enough for me.
Cheers :D Hope you enjoyed your playthroughs.
that QB optimization is really clever, although it probably requires quite some finetuning every time you switch something out. it's also only realy relevant with reverse joint legs. still, it's certainly useful information. great job.
The best AC6 build videos!
Great build, I tried it and it works really well in pvp
Wow I also had an idea to try to sync up the quickboost reload time with the time it takes a reverse joint to land after a grounded quickboost, but I never thought of using the booster's ideal weight to affect the timing.
Really cool video, gonna try improving some of my reverse joint builds with that booster trick.
Cool to see some love for the spring chicken legs, they're my favorite!
Awesome tips, can't wait for the booster breakdown! The only problem is that I will have to tinker with all my ACs after that.
thx for the great guides! but its very hard to find the full build without timestamps, on the explain section, builds and parts are keep changing, its even harder to see each one is the main build. anyone knows where the main builds shows? on the video (ire Dragon Build (with the new Lammergeier) - Armored Core 6 (AC6)) it shows full build at 7:50. but some other videos didnt show which one is the full build. i think its better to have a build list on description so viewers can copy the builds easier. thx again for the great guides!
Yet another indepth video by Chrightt. I am waiting with high anticipation on your guide on cores found in this game. For the longest time I slept on the Tian and the Dessert legs (the ones Carla's AC use, I forgot the name), the stability is so high with these parts, one could compromise their headpiece with something that has less stability control.
when you assault boost away from your opponent, using a 180 quick-turn out of it is *much* faster than letting the stall animation play, esp if you're going to be using AB defensively
Good advice. I'm not used to quick turning cause it's kinda awkward keybinds on MKB.
Cool build. Keep up the good work!
Thanks for all the hard work you put into your videos ❤
I really hope to see bulky/tanky builds from you, you really put a lot of good thought into them and they feel so complete all around.
Edit: If is not much i have a question: you think its a good idea to try to make a RJ build for melee? It seems cood to runaway but how detrimental would be to run it with a shotgun, a shield and a melee weapon?
I like bipeds with melee more. RJ is too floaty to charge quickly imo.
@@Chrightt Might just be me having skill issues but I found trying to melee in RJ always feels like I'm fighting the AC's desire to zoom past the target.
@@zchen27 it is certainly problematic, I kinda like the image my "grasshopper knight" AC give, but is definitely hard to control, specially vs flying enemies.
Now I understand why quick boosting with reverse joints felt bad to me. Thanks for the explanation!
Holy guacamole, I’ve been wondering about how it would be to sync up the reverse joint QB hop recovery time with my QB reload time but didn’t have the patience to experiment with it. Good to see that it works! I’m also keen to see whether I can combine it with a fast enough EN recharge rate to start regenning before landing.
This video reminds me that in AC1 you could get damaged by your own explosive attacks.
Would be cool if ABoosting past Apperetif user would make him deal with his own missile swarm xD
I’m learning a lot especially movements.
Funnily enough, I didn’t start really grinding out S-ranks until I finished NG++, so this was actually one of the first missions I S-ranked. Definitely wasn’t easy, but double Songbird plus double detonating bazooka did the job. 😂
i have a similar build, but focusing on keeping weight down and using the hokushi and ephemera core to get enough supply to regenerate EN even in the air. With above 7000 efficiency and gridwalker, the regeneration and vertical thrust allows it to fly indefinitely
.
8:40 its not necessarily the most ammo efficient way, but dual zimz and songbirds just speedruns that mission crazy fast.
a single combo will leave the coral AC at 10%ish and are easily followed up (assault boosting straight to its spawn location will get you a free kill) and going into the crater and waiting for the wheels to come in and songbirding the ground will let you zimmerman for the kill, or if your trigger finger is fast you can do that in the reverse order.
not that hard to do it hitless
Stuff like this is what i love about AC as a new fan because of VI.
Im only on NG+ but ive spent so much time making cosplay builds and resting them that its starting to reach neck and neck to my actual playtime of the campaign.
So far ive built some ofy favorite transformers, trying to make a playstyle and appearance of Halo elites, its been such a blast
Cool video m'dude. I also tried to do a similar optimization of reverse legs but for the generator recharge delay, so has soon as you touch the ground, the eng starts to recover at full speed but this is cool build as welllll
wow not olny did you tune the quick boost perfectly but then got it to be basically energy neutral with the generator supply, bravo!
This may be 10 months late, but I have a tip for anyone who is interested to do this build: the 1.27 QB reload time highlighted here is *not* necessarily the best. That it the time it takes for 1 complete horizontal jump of a RJ *on a mostly flat surface*. Sometimes in maps that have even the slightest of incline will cause the QB to flop. So dont worry about it if you cant get exactly 1.27 reload time on your build. I personally have found that 1.28 and even 1.29 QB reload time feels pretty much the same as 1.27, with the added benefit of making flops less likely to happen if you fight on bumpy maps.
The exact weight that will allow you to buffer a frame perfect grounded qb using the mind beta legs with gridwalker is 76620. Go even 10 weight above this and you will end up buffering a qb right before you land.
A cool trick with those hand missiles is to launch them and fly up right away
If the opponent is hard locked or chooses to look at you then they don’t see the missiles coming at them on ground level
Doesn’t work if your too far away
For missile build I prefer to has a bit of distance from enemy before fire the missile so that the missile has time to adjust the directory to homing the enemy. If do not has enough distance the enemy can easily evade the missile.
Nice closer look at boosters. Build looks fun, too. When trying to go for S-ranks I think it'll be too slow for a lot of the missions though.
Quick boost performance seems to have a pretty wide variety of opinions. I definitely feel most at home with lighter ACs with a low QB cooldown like with the Alula or Gills, even with a reverse joint you can still get a pretty useful mid-air dodge especially if you reverse your direction. For heavier setups leaning more on the legs to do the heavy lifting makes sense, but I struggle to live with longer QB cooldowns.
Missile builds do really well in Escort the Weaponized Mining Ship and got me my first S rank in it, but I managed to beat it faster with a reverse joint build with two dizzys and two stun needles.
I was trying it out just to show a friend the WE ARE CORAL WARRIORS line after destroying the ship in the other mission. Definitely a struggle for pvp, but it was wild against that mission.
i mean, this is why we have parts that people think that is underwhelming or impractical, there are stats that tend to thrive on those lowered performance to have a harmonic function to certain builds owO
I made a nearly identical build (different weapon loadout) except it used the heavy Coral generator and the 12345 thrusters.
idk if I'd call the build great, it was at least very food at dodging Ibis CEL, but what I did discover is that 12345 created almost 0 landing lag after using a grounded quick boost with the Mind Beta legs.
The nach legs you used to demo reverse joint quick boosting are actually bipedals, they just have stats like a reverse joint.
And that's why I'm using it to demonstrate? I'm comparing bipedals (chose the one with the longest jump distance) to the RJ jumps.
Ive fought something like this yesterday with your last build for pvp since it has become my favorite AC ive ever run.
It was named Archangel tho so i dont that that was you but funny to see it
lowkey kinda want an indepth look on a coral weapons builds since I have been using the coral doom sticks cause they just make big red explosions
Would love to see a light weight build made for quick boosting and high damage
Coldcall is a real menace
Wow! Great tech in this video. If you could add a game mode to the game, what would you add? I want an endless tower mode, where more enemies spawn the more floors you clear.
Really love your vids. Could you do a breakdown of the different aim forms? For me, the manual aim is immensely useless.
kinda came to the same conclusion using spring chicken builds, but not the grid walker that is an interesting one.
Does the ideal boost timing change between the different RJ legs? Can you do this kind of optimisation with the others, or is it just the Mind Betas and Grids that have this weird little synergy?
They will usually be slightly off by a few decimals of a second. The safe way is to just test it and see if it works. Going slightly over in weight on QB reload time is better than going under.
i still don't quite understand what the point of reverse joint legs is. bipedal legs are significantly more resilient and even lighter, which seems more useful for kiting than bouncing with your grounded quickboosts. Every time i try to make a reverse joint build i end up just swapping out for some bipeds and they work much better
I got confused because there is a lot of information all at once.
If I want my RJ build QB to jump very far to dodge incoming attack. The stats I want are Jump Distance from the legs and QB Thrust from the booster?
Naming this "Silver Haze" works well as a name, since Silver is considerably heavier than Steel.
I'm really glad you made this comment :) I named this Silver Haze on purpose for this exact reason actually since this is actually mid-weight and heavier than Rusty's AC but I wanted something roughly the same color and idea. That's how it ended up as Silver Haze as Silver was the closest metal I found that fits what I wanted.
I'm curious of what kind of build you could pull off with the jammer bomb, specially avoiding free aim
This is fucking brilliant
I was a little confused in the beginning when you said you were using mind alpha core and immediately showed HAL core.
11:00 Another part of it is that in PvP, the enemy is not where they appear to be on your screen. Even though it's been like this in Chromehounds, it's not the worst. AC 4 and ACfA were the worst about it. This is like Chromehounds bad. It's clear whenever they're not where they appear to be, and it's obvious where they actually are. A whole body ahead sometimes. Afterall, you are only seeing the what had already happened as far as movement is concerned. This is part of why shit misses so damn much online. It's targeting a ghost of you.
Hey Chrightt, I don't know if you read comments or not. But could you do an in-depth analysis on the difference in damage types, and which bosses/enemies have resistances and weaknesses to damage types?
I think this is something that is difficult to understand for a lot of players, and could help people for optimizing their builds in PvE
I can do a guide on defense/EHP etc in AC6, but I haven't got a clue which PVE mobs has what defense 😂 Never took a look. I'll try and find out though.
I was trying to do this delayed jumps with Kasuar legs but It looks like it 's impossible due to low load limit. Does anyone have any ideas?
can you share the color code from your AC? I really like the silver shade of it
The build would've still worked even if you skipped everything as long as you equiped the aperitifs and soups, no?
Do all missiles auto-track like this without lockon?
Going to make a 1.06 update video?
Is there a specific reason you use manual instead of softlock at times?
What does changing the drones do?
Believe it or not i concocted a very similar build just yesterday
What weapons best benefit from manual aim?
I think the plasma that charges into 3 AoE benefits a lot from manual aim.
The coral oscillator has some funny interaction with manual aim where you can make it so the charge blade instantaenously spawn into your opponent.
The Nebula is a strong contender, I think. See Myndrrr's manual aim PvP build vid. It's pretty busted.
plasma rifles for sure
Seems that your opponents don't know that the assault boost button exists...
Assault boosting into missiles isn't that great of an idea honestly. The missiles will still end up chasing you (like the pulse weapon guy). Plus, my simple answer to assault boost is to just jump upwards and let them burn their energy since RJ jumps are high enough to hop over assault boosts if you haven't tried.
Can we get a drones video next
This build still viable?
I understand that you can do without the fast reload time, but I don't see how this is revolutionary. You can just... wait before quickboosting. Sure it helps prevent mistakes, but there's no need to plan your entire build around that.
Well, the build was already going to be using those weapons. Tweaking the defensive piece to allow this to work makes perfect sense. As for why this is revolutionary, it is precisely because you don't need to wait. A misclick during a heated battle? wasted energy + no distance covered. waiting for, say, 0.23 seconds extra? Possible but hard enough for humans to do consistently. You're still dodging 0.23/1.27 = 18.1% less than me WHILE having to remind yourself to consistently delay your quickboost.
This works because I'm using the RJ's extra long jumps and I can just spam my dodge key. Try it for yourself. Don't perfect time your dodge like my build and see how much worse off you are.
I made this but lightweight
Please go over boosters
Aperitif definitely needs a nerf. Giving it 12 instead of 13 missiles per launch with the same firing time seems like a good place to start.
this video really opened my mind about boosters and movement options, I'll be honest and say I would never figure out that a bigger delay could be beneficial, even tho I already noticed how only the first boost is actually good with reverse joints and boosting again when you're already in the air is kinda like a wet fart and just sucks in general.
And as a reverse joint main I feel kinda of ashamed not gonna lie.