They should just allow hosting players to select what parts are allowed. Have match data like AC data and you can just load it up as a preset. This would solve a lot of problems.
That's a trash idea since you'd have a bunch of people spending hours in lobby trying to build or rebuild their whole mech. Imagine spending a couple hours comparing stats to pick out parts for you mech and then you try to join a lobby and your generator or core is banned so now you need to rebuild everything and rebalance. Or someone builds a lobby, bans all the parts that counter their niche ass build and just spends hours farming people. I think the more you think about it the idea of "part variety" and "competitive balance" aren't really compatible with each other since it won't work without alot of restrictions in place or watering everything down so most things are about the same.
@@LordMoebius once you get good at the game and understand all the stats it does not take hours to build an entirely new mech so respecting a existing one should take like 5 mins dude. Plus you can just join a no restrictions lobby if it annoys you so much. The point is the option so everyone is happy not just meta players
@@FingerBoardSnap I mean you can spend hours making paint jobs and stuff and lining up decals etc. Restricting parts cuts off a huge chunk of the community and would waste a lot of people's time. You'd just have troll lobbies and create more division in the community. Pvp isn't really gonna be balanced and people just need to accept that.
@@LordMoebius pretty sure everyone would be banning the same things and there is ac data. If it takes you hours to make a build you probably need to familiarize yourself with a few more of the parts. Not like people are doing emblems jobs in pvp.
Yea the balance is not there yet but I’m still having an incredible time like upwards of 80% of the time I have been in armored core pvp. Thankfully there are plenty of well adjusted self regulating people who realize half the gun is the creativity you can express, through cosplay builds or personal builds and incredible paint schemes and emblems. I try not taking it too personally when the porn addicts come in with duel zimms or more annoyingly imo the duel stun pistols or the kinetic orbits. I’ll be happy when they tune some more stuff up, but I’m already having a blast.
The only huge damage weapon a lightweight build has is pile bunker and if you facing a tank and manage to stun it I think it should be a one hit ko. Lightweight are so under powered in team matches against tanks
@@codbdup88 yeah well boost kick are very dependent by your legs, but honestly I find quad kick is very very slow and if you use lightweight chances are you can easily dodge that kick is very high.
Pile Bunker Worst thing: Stagger them with Assault Armor, Charge Pilebunker, they still in stagger motion, swing, they dodge while still staggered (PVP and PVE for some fucked up reason) so you get locked in place longer than the fucking stun... You telling me SNAIL can dodge me while Staggered, I get Rusty, Iguana, all the lighter weight fast ACs but SNAIL... that shit then is BULLSHIT...
Once i lose in ac6 pvp i just cycle through all the builds i made including through every leg piece, almost melee weapon piece, and damage type but the problem is coming up with good names for them
i love how i can just put two krsv and two triple laser cannons on a tank go full charge on everything stagger with krsv and then oneshot anything but heavy acs with the laser cannons (i doubt i should be able to do that but i can i guess)
That's pure damage build and there is nothing wrong with that, but the issue is that there is no real downside do your build. Heavy builds are just not disadvantaged by anything. In the previous games the heavier you were the slower your turn speed was, this brought perfect balance to the game. In this game if you go lightweight you are shit out of luck.
@@IsraTheBlack tbh it is a tank super heavy tank that barely can fit all the weight and en usage together with over 2.7 seconds qb cooldown so am not dodging even if i wanted to like it's not even possible to fit both 2 krsv and 2 triple laser cannons on anything else but damage is just insane the downsides are not dodging long time between attacks cause of cooling and that i must get close or else it's not gonna be hitting that well honestly if you go that hard on weight you really are not going to dodge anything
@@broomstick7265 Yeah I guess that's a bit on the extreme side, but on the other hand you're a one shot wonder. Nobody can survive that money shot. I mean just those two triple lasers by themselves are enough to one shot most. I tried that on a medium biped with dual needle guns fo the fast stagger while having 6 cannons on my back fully charged and as soon as they stagger it's bye bye time.
@@elijahandrew3844 it was a poise system based on what legs you were wearing and what you got hit with. This iteration is a sekiro style posture system that dramatically limits build viability
From Soft has always focused more on PvE then PvP honestly an afterthought for them in comparison. They still try to accommodate it but you can tell they won't sacrifice PvE for PvP balancing
@@T1Oracledual Curtis counters dual zims very well. Does a lot of stagger damage, long range and fast projectile speed. Then any heavy back weapon you want.
@@T1Oracledepends some S ranks I need to use faster builds or builds that had shorter reload times and lower weight That and some bosses you are better off with different weapons You will get more mileage with dual pulse guns then zimmerans in the Balteus fight. Likewise gatlings are often not the best for PCA mechs or even AC fights. Better off with songbirds or stun needlers then a pile bunker or other weapons Hell I find for the chapter 4 boss needlers and two majestics work best since mofo likes to run after getting hit once in stagger.
I made friends who can dodge these meta builds, if you really think about the poke game, people who run 2 stun needle launchers are stacking lots of weight. Rifles and spacing can stunlock them down before they get close. Honestly tho, the shotguns can catch you if they get around a corner but tank builds punish these builds hard!
Melee also absolutely dogs on tank and tetrapod builds I’ve literally been running both pilebunker and pulse blade and by the end of the game I was being targeted by the entire enemy team.
No shot can you stagger an assault boosting tank or tetra with just rifles. I've hit a midweight build with a majestic and trueno as he boosted towards me and got nothing. He didn't even *have* to dodge.
@@AdultfeetmanNot in my experience. It's nigh-impossible to counter the tetra rotation of spamming kicks and zims while dropping charges laser drones on cool down. Watching even two of these guys try it on each other was wild. Melee doesn't have a chance when half the weapons don't stun on hit. The only one I can think of is laser slicer and huxleys, but good luck getting the stagger off.
@@RohtixIm pretty sure a single shotgun can and will stagger. I put just one on my tank build and the crybabies either ragequit or pull out their cheapest build. Its funny you bring those builds up is that is what one trash player had to use to beat me. He literally ran 4 shotguns with quad legs and the heaviest parts!
@@Rohtix pilebunker + assault armor = 🤭 been using this strat for a while now no one expects a big girthy metal rod to be shoved into their chest. Also when using melee dodge canceling you can bait/dodge all shots.
I miss FCS tuning being a part of multiplayer. That was a massive part of what made builds unique in previous games. Now it’s too easy to copy people’s builds, and the parts that are viable feel EXTREMELY limited. This combined with skeleton PVP features… I love the game but pray Fromsoft can drop a strong balancing patch quickly. Otherwise we’re in trouble.
I gotta serious question... was it wrong for me to use dual Zimmerman+ dual laser cannon in a team match against a stun gun build and two sweaty missile boats?!?
The game isn't perfect, but it isn't far from a mutliplayer masterpiece. Addressing visual bugs and latency is what is needed most. Some guns need nerfs badly etc. But look at SC1. The first several months of multiplayer devolved into 10pool zergling rushes. Then they had a huge patch filled with good decisions and the game is still played to this day. I'm hoping fromsoft is willing to make changes to a game that is so close to standing the test of time.
FROM software PvP has always been a joke. Projectile speed and range of a lot of rifles is garbage. Mid range is dead. The effective range on some of them is actually a lie. Maybe they'll patch it in a few weeks or few years. Honestly if they remove the stagger bar from PvP I won't complain.
I kind of wish there was a cooldown to the kick myself. It should be strong, but I have had matches where someone just uses it constantly and I wanna die irl
Ah Old raven still remembers how broken the SMG type in old Raven era and Missiles spammer in old Lynx day. Same shit different era by From Soft :p We are lucky now From Soft deploy patch much faster than Lynx era.
Assault Boost is 100% the biggest issue. The defense boost is so insane I flew straight through the WLT Lv. 2 charge shot on a lightweight mech like I was Cooler or something
Me: create a high risk high rewards pvp lightweight build. Also me: get staggered by zimmers, rocket's, one shot lasers, tank's canon and anything else.
Stun needle is op and all you need ..dont need tetra or tank legs to use them ...paired with laser pistols around above 340 boost speed is possible ...the challenge is outpiloting the no skill zimmerman tanks and out airing the missles tetras
Honestly in this game how it is now it's less about skill and more about builds. You won't outpilot a quad with dual zimmerman and dual huxleys, you just won't.
Dual Stun guns / Dual zimmermans / Dual orbits / QUAD LEGS kicks / Missle boats (quads ofc) / these are the things that should definitely be adressed, and rest of the cast be put in line with borderline viable. I fully agree with you saying "we should have more options". I myself am using melee only build (with 1 shotgun, guess which one), and rest is cosplay mech.. and im having a blast so far. Unless i stumble on mouthbreather quad with hard-on .. pardon me - hard lock.
I'd say have a weight class division, tank threads can really shred due to carrying capacity and doesn't have to pause firing some shoulder weapons. The only way I can think of the create the division is basing it on carrying capacity, if the AC build carrying cap is "X" amount its going to fall under "this" division. Basing the class division on AP is not the way to go since they can just use the lightest arms, head, or body but equip tank threads and use heavy weapons.
That just proves that the concept of opportunity cost is non-existent in the game. Lighter mechs are supposed to be fast, and the speed is meant to make up for everything. But if weight classes are needed to protect the 'lighter' mechs, then it basically means that there's no real advantage of being lighter other than for the sake of it.
@@AntiGod its a yes and no to that. YES speed is a big advantage and making weapon miss a lot and can get close to get a kick or CQC, also NO because the game as a hard lock system and stagger has a higher penalty for lighter builds if a heavy AC went ham on heavy shoulder weaponry that doesn't require you to pause for a bit to fire.
A couple of ideas to help balance this meta out: Reduce Hard-lock accuracy based on boost speed/current speed of the opponent - This allows lightweights to have some more breathing room against heavier builds and allows for more agile movements without getting punished so harshly. Buff certain boosters - (Specifically ones targeted for light weights, also maybe buff the generators? or just the generators instead idk) Recoil. - Increase recoil on zimmermans or increase the overall weight of the weapon to discourage it being dual wielded. Missiles - Reduce amount of ammunition carried for Missiles and increase the cooldown/reload time for missile weapons. Shoulder weapons/Cannons - Increase the stand-still/Aim time to increase the window for dodging the projectile. Rifles - Increase projectile speed or boost the stagger stack stat (Each shot progressively increases the stagger amount each hit) Stagger time - Increase the time staggered for Tetrapods and Tanks to punish them for getting too aggressive.
Adding recoil to the Zimms won't do anything. Recoil only affects rapid fire. The whole Impact/"Direct hit" numbers need rebalancing, along with the range numbers. Increasing stability across the board would also be good.
This is just my opinion based on my experience: assault boosting should build up more impact when hit not other way around, the kick should only make you finch and do negligible damage and impact. The Zimmerman damage is fine but the impact and accumulated impact should be less. Coral missiles should not track for that long. Stun handguns should build up the status effect much slower. Another alternative is that stagger recovery should be faster.
As someone who pvps early in a lot of Fromsoft games I know the initial regulations are rough, the balance will come eventually, Fromsoft does pay attention to this stuff. Just have faith and stay strong. In my case I use medium reverse joints and medium bipeds. I can proudly say none of my builds use the Zimms but I keep a double gatling double songbird wheelchair tank if I need to get in someone's face and throttle them a few times.
I'm hoping that by patch 1.1, we'll see major changes in how the game is played, especially PVP. as-is, we only really have a "Rock Paper Scissors" meta, and it's rather obnoxious. Shotgun Quad beats RJ Missiles beats Laser/Coral Tanks beats Shotgun Quads. Personally, I'd keep buffing underperforming weapons (Assault Rifles need more ammo per clip and a higher rate of fire. Not quite Machinegun lead-belching, but like...slow automatic instead of single-shot), increase the range of damn near every handheld weapon (Seriously, everything Ricochets at much shorter ranges than you'd think), and probably reduce the impact of the Zimmerman. Specifically for PVP, I'd give everyone a lump sum of HP equal to their Repair Kit healing. the Damage as-is is too high for only having 10k-12k HP on average, but actually healing in PVP would be cancer.
I’ve said this before. Thank you for making a video on it as well but the stats for damn near everything need to change if they’re going to be bills such as the ones he is talking about in this video then you need to change your stats of the boosters and the generators, but I’m definitely for a major overhaul on the stats for everything stagger recovery is a bit wonky. Also the stagger Mechanic I believe is a bit overwhelming I think if somebody’s going to shoot you with 1,000,001 missiles, those missiles should have a very low stagger rating, there are some missile launches in the game that players will use and just getting hit by a small portion of them will completely stagger you so I can definitely say I feel your pain
PVP needs some adjustments. Last time in PVP in a 3v3, I couldn't even play because there was a guy with the unholy combo : dual zimms + dual stun needles + wheelchair tank legs. Absolutely horrible for someone like me, loving light/medium weight builds and prefering DPS than unga bunga burst gameplay... Some weapons need more range and projectile velocity in general because as you said it, close range is too much important atm.
One major thing I can definitely say they need to just completely do away with is taking the generator refresh time and separating it from the thrusters and other miscellaneous movements from analyzing and playing the game a lot I’ve noticed there is a stop time and a refresh time for almost every little thing. If you thrust left or right, depending on your generator, there is a refresh time before that bar starts up again, and it’s tied in with the generators, refresh time I believe that time should only be applied to fully depleting the generator, but when, using your thrusters, there should be a continuous, recharge, primary example, armored core for answer, whether you quick boost, left or right back or forward the moment you use that quick boost your bar instantaneously continues to regenerate when using your quick boost if you use your assault boost and completely deplete your generator bar, it takes some time before that recharges now if you don’t deplete it let’s say you use half the bar it will regenerate a little faster so in a nutshell, they should go back to separating the two, and not having both of them feed off of one power source, which most of the time will leave you vulnerable for attacks, even though you can be a very meticulous player about your energy use dodging a ton of missiles a.k.a. spam, weapons would, in all honesty counteract this.
i’m a middleweight maneuverable build that runs double ducketts, double zimms… am i part of the problem? 😭 but honestly i cringe and become hesitant to fight tetra and tank builds. they’re just absolutely tanky as hell and a pain to fight on even terms.
Maybe I'm just lucky but on steam I've actually had a surprisingly big lack of meta tryharding from opponents. The worst I've seen so far is using 1 single zim or stun needle on a build There was one guy playing missile keepaway but the map he set had plenty of cover so it was fair
Well if theyre anything like me they were using zimms for the story and found out they were ridiculous. Si we vow to only pve speedrun with them until they get nerfed. Its actually amazing the combinations and styles you can play .
Yeah im loving this game and PvP is really fun but some weapons are clearly much too strong. Getting very sick of stun needles in 3v3 tbh. They're the only thing that actually kind of tilt me in PvP.
I come from armoured core 4 and For Answer in my teen years. Granted its been a long time since then, but this is not how I remember the game. Your movement and skill meant a lot more than your weapons
Well I use tank tracks with gats and rail guns have 90% win rate. But yes rail guns are strong. Also I have used super fast builds against heavy builds and I have no issue it’s effective dodging. This game requires a high level of skill to play effectively. My heavy build can chase the fastest builds down. But any build can be extremely effective with right pilot.
You laid it out well. Yes, you can be effective with faster builds, vs bad players. But if two players are of equal skill levels then there are simply entire classes that outperform others. There are no reasons to run biped in this game, thanks to dogshit like assult boost and hardlock, there is no reason not to run any of the tank treads/tetra legs.
I disagree somewhat. I don't think the coral missiles are all too huge an issue outside 1v1s. I also think that the weapons themselves probably only need minor adjustments (with two notable exceptions); the deeper issue (as I see them) are stun time after a heavy hit or kick and the riccochet mechanic in conjunction with buerzel boosters. Right now, we have a scenario where super heavy frames dominate the meta. In the case of tetras, buerzels allow them to close distance against any AC not actively ABing away from them, have a giant kick hitbox, and guarantee extreme damage off a single kick due to stun. Further, due to the riccochet mechanic, many weapons cannot engage tetras and tanks outside of kick/Zimm range with the majority of kinetic weapons. In fact, tetra kicks are so powerful that zimm tetra 1v1s are often decided by the first kick, provided neither party uses a shield. Against LWs and most bipeds, it's even more ridiculous. There are certainly other issues. I'm not sure what to do about laser tanks, for example. They are far, far too strong in 1v1s, but don't perform as well in 3s, with laser bipeds proving the better option. But I think my ideal balance patch would look something like this: -Reduce Zimm impact damage by 15% -Reduce buerzel AB speed by 20% (I don't see this ever happening, though) -Reduce Charged nebula AoE hitbox by 15% -Make stun recovery inversely proportional to AC weight, with lighter ACs recovering from heavy hits extremely quickly. -Push riccochet range out an additional 25m on all non-shotgun kinetic weapons. -Reduce lateral tetra kick hitbox. I think those changes would dramatically increase the survivability of lighter, non Zimm CQC builds without completely kneecapping the current meta. Unfortunately, I have no idea what to do about lasers that wouldn't ruin them completely, but I think these changes would be a good start.
For any one struggling against duel zims, i would recommend learning how to effectively use the coral sheild( or other parry shields). As it can really hard counter some of those builds.
Make the reload times of broken weapons much much longer, also make other weapons DPS harder faster like the start Rifle should have a rate that’s almost an a simi auto rifle
Me and my boys just hop into matches with either flamethrowers and whatever shoulders we want, OR absolutely nothing and just try punching/kicking the hell out of each other or the other team. Either way it's a blast cuz nobody can tell what's going on 🤣🤣
I don't find the corral weapons that bad to play against, except when quads use oscillator. My three biggest problems come from zims, needles and truenos. If Nebula was used more often, it would be at the top of the list. Its charged attack has an insane hit box and is nearly impossible to dodge in close range. Do yourselves a favor and stick two of these on wheelchair legs. Lots of fun but not very fair.
I'm very glad I never played the pve lol. After getting thru the campaign and getting all the weapons and doing some tests... watching a few vids... As a person that blasted thru this game with light/ med bipeds, I knew my place lol. Often though I wonder how games release stuff like this. No one was testing and said "hey can you guys hit ppl with the melee?", or man why does my 60k mech feel like it's paper mache? The stagger system is also wierd, because duration seemed to go off enemy mechanics stats... why heavy mechanical have the fastest recovery is beyond me. As typical with fromsoft, they designed a lot of elements out the game, maybe from past title difficulty staving off customers. I'm quite sure auto aim was where the disasters started. Aiming kinda is the critical skill element in a shooting from, wtf were u thinking? Imo atleast.
Well againt the last 3 boss in the game I did use tetra legs, 2 needles and 2 zimmermans haha. I'm not proud of it but at the end I was just tired to get destroys by some of the bullshit attacks and mechanics of those boss
whenever I see the cancer, I'll bust out the fcs jamming cloud, dual nebula manual aim build. I'm on controller. That's how easy it is to hit with charged nebula shots.
Honestly re-balancing Lightweights to AC4A Light Weight Speeds and giving Linear Rifles a long 1:1 effective range would do a better meta shift. Dafeng Head could use an overall durability buff with large proportion to stability since it lacks hp and scan range.
It's not just the overturned weapons, it's the hyper focus on aggression and the overall design of the game. Hard-lock, low weapon ranges, combos that can 100 to 0, Assault Boost having zero downsides with no way to get away from the booster, ect. The game was built for close range and nothing else really. Used a mid range build in an honest match, it was fun. The minute I went against a meta build, I was utterly trashed. Ignoring the lag and vfx issues, the game is not designed for anything except for close range, period. It's unfortunate.
I think one of the big problems that they need to address some how is Assault Boost. It gives a defense bonus while increasing damage/impact. And tracking is still good while doing it so brain off AB into zimms or whatever. Totally negates the negative of having to be up close. Even after they nerf Zimms they will still be really good because of Assault Boost. Not sure what's to do, like remove hard lock, or make tracking garbage when Assualt boost. Or remove bonuses or something. Something needs to be done. This applies to PvE as well but I doubt they will do anything about it.
Just because fromsoft focuses on the pve aspects of thier game doesnt invalidate any criticisms about their pvp regardless of how much care theyve put into it its still a feature theyve decided to add to the game Also Zimmermans are just as braindead in pve xD
I’ll never understand the point behind running a build that can insta kill or immediately stun break someone, it takes all the fun out of it, we shouldn’t be nerfing ourselfs into kitty fights but all the stuff mentioned and even the duel plasma wings can just be excessive and boring, I get it can be exciting to see someone get wasted but how long is it really gonna be fun for when it’s the same result every time
the argument is fairly old now. Zimms and needles are strong, they take the least amount of effort for their reward, but they are also pretty easy to just shut down. Shields just stop zimms, dual linear rifles on big maps with a mega lightweight AC just shuts it down also. idk sorry but i just find myself rolling my eyes a lot during this video
I mean, the long range FCS options are actually pointless in the game right now since nothing but missiles will ever hit and do damage consistently beyond 300m. Even in PvE long range feels useless outside of missiles. I'd be more oK with that if midrange builds felt viable but with Tetrapod Zimmers just existing those frequently get crushed as one mistake, or any latency issues, cause a dodging focused build to explode in less than two seconds. Makes it so close range is dominated by Zimmers, long range is dominated by missiles, and mid range gets dominated by both close range and long range builds because AB. I love this game but their are certain weapons that take advantage of the system mechanics so well that if you dont use them or play run away you lose and it feels bad to play PvP at this point.
let me add a candidate for the 5th weapons/one of the anti meta, big explosives, i used 2 dizzies and 2 earshots and somehow winning some games against these spammer, well, at least in team fight, my guess is because they usually quite slow that they can't evade the explosion completely, even if you can't lock on them, if you're sure they're near you, you can just shot the ground for the aoe, when they're staggered, finish with 2 earshots for satisfaction, but well, this of course has it's own weakness, and i'll left it to you to find out
You know what, I made a AC with all the weapon you mentioned, AC name is Shame on you - buddy the fact is, the AC speed is not really that matter like before because of hard lock. I am a melee player, but no matter how fast I go, that fucking tank leg with 4 missile launcher is always watching me.
So many people are entitled and will not let the meta evolve naturally. Also, if there are at leaste 4 different broken build types how can you say the game is broken. Zimmer, Stun Needles, missile boat, coral. That's more vearity than many PvP games. But these are not even the only viable builds, let people work, let people figure this out The first goal of tournaments is competition. Entertainment is a lesser goal.
I refused my friend. I have plenty of builds, and refused to just abuse songbirds and double shotungs. Also ocilor charge attack an be invisible sometimes.
lol melee weps and assault boost would be the chemical X for me but eh every other day a new meta breaker build and then a counter to that get posted and explained but they rely on pilot skill overall i love seeing this games pvp team and single its an insane constant rotation of a new cancer every week to counter the prior cancer but the fact there is a meta of cancer rotation for skilled pillots vs just one single strongest brain dead meta anyone can use is great it has that braindead meta sure but there are counters and counter play to them i agree w latency being and issue and invisible effects and stuff should be fixed another thing to fix is certain weps w certain weps being broken for bad reasons and others for amazing reasons (looking at quads and coral oscillator)
Banning needle launchers and such i am fine with but i thnk banning any legs but bipedal or tank is just terrible. I am sorry but reverse joint and biped are incredibly boring. I would not give up my tetrapod. Its my faiv leg type.
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My favorite part about PVP is getting hit by things literally 30 feet away after I dodged them
Welcome to FROM netcode.
The netcode is attacker centric, not defender centric. Not what I expect from an AC game.
They should just allow hosting players to select what parts are allowed. Have match data like AC data and you can just load it up as a preset. This would solve a lot of problems.
thats too much quality of life for a fromsoftware game haha
That's a trash idea since you'd have a bunch of people spending hours in lobby trying to build or rebuild their whole mech. Imagine spending a couple hours comparing stats to pick out parts for you mech and then you try to join a lobby and your generator or core is banned so now you need to rebuild everything and rebalance. Or someone builds a lobby, bans all the parts that counter their niche ass build and just spends hours farming people.
I think the more you think about it the idea of "part variety" and "competitive balance" aren't really compatible with each other since it won't work without alot of restrictions in place or watering everything down so most things are about the same.
@@LordMoebius once you get good at the game and understand all the stats it does not take hours to build an entirely new mech so respecting a existing one should take like 5 mins dude. Plus you can just join a no restrictions lobby if it annoys you so much. The point is the option so everyone is happy not just meta players
@@FingerBoardSnap I mean you can spend hours making paint jobs and stuff and lining up decals etc. Restricting parts cuts off a huge chunk of the community and would waste a lot of people's time. You'd just have troll lobbies and create more division in the community. Pvp isn't really gonna be balanced and people just need to accept that.
@@LordMoebius pretty sure everyone would be banning the same things and there is ac data. If it takes you hours to make a build you probably need to familiarize yourself with a few more of the parts. Not like people are doing emblems jobs in pvp.
Yea the balance is not there yet but I’m still having an incredible time like upwards of 80% of the time I have been in armored core pvp. Thankfully there are plenty of well adjusted self regulating people who realize half the gun is the creativity you can express, through cosplay builds or personal builds and incredible paint schemes and emblems. I try not taking it too personally when the porn addicts come in with duel zimms or more annoyingly imo the duel stun pistols or the kinetic orbits. I’ll be happy when they tune some more stuff up, but I’m already having a blast.
The only huge damage weapon a lightweight build has is pile bunker and if you facing a tank and manage to stun it I think it should be a one hit ko. Lightweight are so under powered in team matches against tanks
Lightweights are underpowered in general against tanks. Fighting a tank on an AC with 50000 weight is a death wish
Let's be real here, lightweight build wasn't supposed to be played in team fight in the 1st place, because they excelled in 1v1 duel.
@@ezioalgi451 that partly true. Being permanently stun locked by a quad kick is broken af tho
@@codbdup88 yeah well boost kick are very dependent by your legs, but honestly I find quad kick is very very slow and if you use lightweight chances are you can easily dodge that kick is very high.
Pile Bunker Worst thing: Stagger them with Assault Armor, Charge Pilebunker, they still in stagger motion, swing, they dodge while still staggered (PVP and PVE for some fucked up reason) so you get locked in place longer than the fucking stun... You telling me SNAIL can dodge me while Staggered, I get Rusty, Iguana, all the lighter weight fast ACs but SNAIL... that shit then is BULLSHIT...
Coop pve horde mode could be fun
I second this. A co op pve gauntlet style game mode would be fantastic
Coop, but we all have to fight three Balteuses. 😊
Once i lose in ac6 pvp i just cycle through all the builds i made including through every leg piece, almost melee weapon piece, and damage type but the problem is coming up with good names for them
LOADER 4
Anti-Snail and Iguana
I like sundowner so
AC is RED SUN / RED STAR
PILOT name is VULTURE
With *"PUNISH" & "ENSLAVE"* on both arms with a red star on the shoulder
I have 12 AC I've built... all of them LOADER 4 😆
@@snimon5824god tier name
i love how i can just put two krsv and two triple laser cannons on a tank go full charge on everything stagger with krsv and then oneshot anything but heavy acs with the laser cannons (i doubt i should be able to do that but i can i guess)
That's pure damage build and there is nothing wrong with that, but the issue is that there is no real downside do your build. Heavy builds are just not disadvantaged by anything. In the previous games the heavier you were the slower your turn speed was, this brought perfect balance to the game. In this game if you go lightweight you are shit out of luck.
@@IsraTheBlack tbh it is a tank super heavy tank that barely can fit all the weight and en usage together with over 2.7 seconds qb cooldown so am not dodging even if i wanted to like it's not even possible to fit both 2 krsv and 2 triple laser cannons on anything else but damage is just insane the downsides are not dodging long time between attacks cause of cooling and that i must get close or else it's not gonna be hitting that well honestly if you go that hard on weight you really are not going to dodge anything
@@broomstick7265 Yeah I guess that's a bit on the extreme side, but on the other hand you're a one shot wonder. Nobody can survive that money shot. I mean just those two triple lasers by themselves are enough to one shot most. I tried that on a medium biped with dual needle guns fo the fast stagger while having 6 cannons on my back fully charged and as soon as they stagger it's bye bye time.
@IsraTheBlack i tested it on Snail and it oneshot even him so ye anything except tanks is going to die
The stagger system was a mistake
Stagger has been in ever single ax game ever. Just didn't have a visible meter on your screen
@@elijahandrew3844 it was a poise system based on what legs you were wearing and what you got hit with. This iteration is a sekiro style posture system that dramatically limits build viability
Facts. What is with Fromsoft reusing systems in games that aren't equipped for it?
6:16 the way that one guy just gets hit by everyone on the team 😂
Welp, that's what i called perfect timing. Not everyday we can see that happen.
LMAO THAT'S ME
What’s the ost at 4:50?
From Soft has always focused more on PvE then PvP honestly an afterthought for them in comparison.
They still try to accommodate it but you can tell they won't sacrifice PvE for PvP balancing
What if they just make weapon balance changes that are exclusive to multiplayer?
PvE is 90% dual zim and dual gats.
@@T1Oracledual Curtis counters dual zims very well. Does a lot of stagger damage, long range and fast projectile speed. Then any heavy back weapon you want.
@@T1Oracledepends some S ranks I need to use faster builds or builds that had shorter reload times and lower weight
That and some bosses you are better off with different weapons
You will get more mileage with dual pulse guns then zimmerans in the Balteus fight.
Likewise gatlings are often not the best for PCA mechs or even AC fights. Better off with songbirds or stun needlers then a pile bunker or other weapons
Hell I find for the chapter 4 boss needlers and two majestics work best since mofo likes to run after getting hit once in stagger.
There was never a need for this stagger mechanic.
agreed it limits the games creativity and overall has made this game a cheese haven for people who cant play anything complex
grenade launchers and the needle hand guns especially
Stun guns are working themselves up there pretty quick. Buff all kinetic weapons minus HuBen and Zimmerman.
AC6 with AC7 music...
nice
I made friends who can dodge these meta builds, if you really think about the poke game, people who run 2 stun needle launchers are stacking lots of weight. Rifles and spacing can stunlock them down before they get close. Honestly tho, the shotguns can catch you if they get around a corner but tank builds punish these builds hard!
Melee also absolutely dogs on tank and tetrapod builds I’ve literally been running both pilebunker and pulse blade and by the end of the game I was being targeted by the entire enemy team.
No shot can you stagger an assault boosting tank or tetra with just rifles. I've hit a midweight build with a majestic and trueno as he boosted towards me and got nothing. He didn't even *have* to dodge.
@@AdultfeetmanNot in my experience. It's nigh-impossible to counter the tetra rotation of spamming kicks and zims while dropping charges laser drones on cool down.
Watching even two of these guys try it on each other was wild.
Melee doesn't have a chance when half the weapons don't stun on hit.
The only one I can think of is laser slicer and huxleys, but good luck getting the stagger off.
@@RohtixIm pretty sure a single shotgun can and will stagger. I put just one on my tank build and the crybabies either ragequit or pull out their cheapest build. Its funny you bring those builds up is that is what one trash player had to use to beat me. He literally ran 4 shotguns with quad legs and the heaviest parts!
@@Rohtix pilebunker + assault armor = 🤭 been using this strat for a while now no one expects a big girthy metal rod to be shoved into their chest. Also when using melee dodge canceling you can bait/dodge all shots.
Zim Quad
Laser tank
Missile boat
Holy trinity of meta
Stun needle ain't even meta in tourney btw, laser drone and coral shield is da shit
I miss FCS tuning being a part of multiplayer. That was a massive part of what made builds unique in previous games. Now it’s too easy to copy people’s builds, and the parts that are viable feel EXTREMELY limited. This combined with skeleton PVP features… I love the game but pray Fromsoft can drop a strong balancing patch quickly. Otherwise we’re in trouble.
I gotta serious question... was it wrong for me to use dual Zimmerman+ dual laser cannon in a team match against a stun gun build and two sweaty missile boats?!?
The game isn't perfect, but it isn't far from a mutliplayer masterpiece. Addressing visual bugs and latency is what is needed most. Some guns need nerfs badly etc. But look at SC1. The first several months of multiplayer devolved into 10pool zergling rushes. Then they had a huge patch filled with good decisions and the game is still played to this day. I'm hoping fromsoft is willing to make changes to a game that is so close to standing the test of time.
FROM software PvP has always been a joke.
Projectile speed and range of a lot of rifles is garbage. Mid range is dead. The effective range on some of them is actually a lie.
Maybe they'll patch it in a few weeks or few years. Honestly if they remove the stagger bar from PvP I won't complain.
I kind of wish there was a cooldown to the kick myself. It should be strong, but I have had matches where someone just uses it constantly and I wanna die irl
0:05 no pile bunker?
Ah Old raven still remembers how broken the SMG type in old Raven era and Missiles spammer in old Lynx day. Same shit different era by From Soft :p We are lucky now From Soft deploy patch much faster than Lynx era.
And they banned storage weapon çause assault hand gun
“There is latency issues and horrible balance”
You just described every fromsoft pvp experience ever.
Also where'd you get that thumbnail?? Love to know the artist/artists, Allmind with cardboard Zimmies makes my brain happy
Assault Boost is 100% the biggest issue. The defense boost is so insane I flew straight through the WLT Lv. 2 charge shot on a lightweight mech like I was Cooler or something
I just tried pvp for the first time as of 3 days ago and I’m 3-23….not sure if it’s cuz I suck SUPER bad or cuz I like trying cool builds 😭
Me: create a high risk high rewards pvp lightweight build.
Also me: get staggered by zimmers, rocket's, one shot lasers, tank's canon and anything else.
Stun needle is op and all you need ..dont need tetra or tank legs to use them ...paired with laser pistols around above 340 boost speed is possible ...the challenge is outpiloting the no skill zimmerman tanks and out airing the missles tetras
Honestly in this game how it is now it's less about skill and more about builds. You won't outpilot a quad with dual zimmerman and dual huxleys, you just won't.
I only use 1 zimmerman as you need some stun to actually play the game, but i easily go on 7-10 win streaks with out the rest .
The zims stun is overtuned imo. Even bazookas have less stagger and those require you to stand still with the slowest bullet speed ever.
@@Rohtixshotgun travel faster than fucking riffles for some vodoo reason…
In what world are shotguns faster than standard guns?
It’s funny how I found the Zimmerman first among my friend group and outright told them that I banned myself from using it against them
Dual Stun guns / Dual zimmermans / Dual orbits / QUAD LEGS kicks / Missle boats (quads ofc) / these are the things that should definitely be adressed, and rest of the cast be put in line with borderline viable. I fully agree with you saying "we should have more options".
I myself am using melee only build (with 1 shotgun, guess which one), and rest is cosplay mech.. and im having a blast so far. Unless i stumble on mouthbreather quad with hard-on .. pardon me - hard lock.
you forgot the attacker sided kick, which gets additional homing on hardlock lol
I'd say have a weight class division, tank threads can really shred due to carrying capacity and doesn't have to pause firing some shoulder weapons. The only way I can think of the create the division is basing it on carrying capacity, if the AC build carrying cap is "X" amount its going to fall under "this" division.
Basing the class division on AP is not the way to go since they can just use the lightest arms, head, or body but equip tank threads and use heavy weapons.
That just proves that the concept of opportunity cost is non-existent in the game. Lighter mechs are supposed to be fast, and the speed is meant to make up for everything. But if weight classes are needed to protect the 'lighter' mechs, then it basically means that there's no real advantage of being lighter other than for the sake of it.
@@AntiGod its a yes and no to that. YES speed is a big advantage and making weapon miss a lot and can get close to get a kick or CQC, also NO because the game as a hard lock system and stagger has a higher penalty for lighter builds if a heavy AC went ham on heavy shoulder weaponry that doesn't require you to pause for a bit to fire.
Every time i used coral missles in missions they never tracked so idk how tf people are using them in pvp
The Duel needle guns are slept on pretty hard. ( The needle handguns, not that big bs on your back )
A couple of ideas to help balance this meta out:
Reduce Hard-lock accuracy based on boost speed/current speed of the opponent - This allows lightweights to have some more breathing room against heavier builds and allows for more agile movements without getting punished so harshly.
Buff certain boosters - (Specifically ones targeted for light weights, also maybe buff the generators? or just the generators instead idk)
Recoil. - Increase recoil on zimmermans or increase the overall weight of the weapon to discourage it being dual wielded.
Missiles - Reduce amount of ammunition carried for Missiles and increase the cooldown/reload time for missile weapons.
Shoulder weapons/Cannons - Increase the stand-still/Aim time to increase the window for dodging the projectile.
Rifles - Increase projectile speed or boost the stagger stack stat (Each shot progressively increases the stagger amount each hit)
Stagger time - Increase the time staggered for Tetrapods and Tanks to punish them for getting too aggressive.
Hard lock accuracy doesn't matter because the only time you really need it is in close range, where you're not going to miss anyways.
this sounds incredibly light-weight biased. these changes would kneecap heavy-weights and middle-weights and put the game back into a speed meta.
@@Florian_RLspeed meta has more variety than the current meta. Ur point?
Adding recoil to the Zimms won't do anything. Recoil only affects rapid fire.
The whole Impact/"Direct hit" numbers need rebalancing, along with the range numbers.
Increasing stability across the board would also be good.
This is just my opinion based on my experience: assault boosting should build up more impact when hit not other way around, the kick should only make you finch and do negligible damage and impact. The Zimmerman damage is fine but the impact and accumulated impact should be less. Coral missiles should not track for that long. Stun handguns should build up the status effect much slower. Another alternative is that stagger recovery should be faster.
We need to be able over boost in reverse and rifles need a huge buff, OS Tuning is trash as well
some enemies use flairs to counter missiles we need that in a shoulder weapon
4th gen the host could set up a lobby title. Usually was either "guns", or "blades". "Zimm = kick" lobby titles would be sick.
There will be a balance patch dropping soon. From informs that in the most recent update
As someone who pvps early in a lot of Fromsoft games I know the initial regulations are rough, the balance will come eventually, Fromsoft does pay attention to this stuff. Just have faith and stay strong.
In my case I use medium reverse joints and medium bipeds. I can proudly say none of my builds use the Zimms but I keep a double gatling double songbird wheelchair tank if I need to get in someone's face and throttle them a few times.
I'm hoping that by patch 1.1, we'll see major changes in how the game is played, especially PVP. as-is, we only really have a "Rock Paper Scissors" meta, and it's rather obnoxious.
Shotgun Quad beats RJ Missiles beats Laser/Coral Tanks beats Shotgun Quads.
Personally, I'd keep buffing underperforming weapons (Assault Rifles need more ammo per clip and a higher rate of fire. Not quite Machinegun lead-belching, but like...slow automatic instead of single-shot), increase the range of damn near every handheld weapon (Seriously, everything Ricochets at much shorter ranges than you'd think), and probably reduce the impact of the Zimmerman.
Specifically for PVP, I'd give everyone a lump sum of HP equal to their Repair Kit healing. the Damage as-is is too high for only having 10k-12k HP on average, but actually healing in PVP would be cancer.
I’ve said this before. Thank you for making a video on it as well but the stats for damn near everything need to change if they’re going to be bills such as the ones he is talking about in this video then you need to change your stats of the boosters and the generators, but I’m definitely for a major overhaul on the stats for everything stagger recovery is a bit wonky. Also the stagger Mechanic I believe is a bit overwhelming I think if somebody’s going to shoot you with 1,000,001 missiles, those missiles should have a very low stagger rating, there are some missile launches in the game that players will use and just getting hit by a small portion of them will completely stagger you so I can definitely say I feel your pain
I literally have a quad duo Zimmerman build named Disgust, just to counter another duo Zimmerman user.
0:21 Allmind AC fight and all you see is this.
I'm glad I only play with the homies where we usually just use ok weapons
PVP needs some adjustments.
Last time in PVP in a 3v3, I couldn't even play because there was a guy with the unholy combo : dual zimms + dual stun needles + wheelchair tank legs.
Absolutely horrible for someone like me, loving light/medium weight builds and prefering DPS than unga bunga burst gameplay...
Some weapons need more range and projectile velocity in general because as you said it, close range is too much important atm.
LoL I’m a Coral user and those missiles rarely lock on to targets but when they do it is pretty gud tracking.
One major thing I can definitely say they need to just completely do away with is taking the generator refresh time and separating it from the thrusters and other miscellaneous movements from analyzing and playing the game a lot I’ve noticed there is a stop time and a refresh time for almost every little thing. If you thrust left or right, depending on your generator, there is a refresh time before that bar starts up again, and it’s tied in with the generators, refresh time I believe that time should only be applied to fully depleting the generator, but when, using your thrusters, there should be a continuous, recharge, primary example, armored core for answer, whether you quick boost, left or right back or forward the moment you use that quick boost your bar instantaneously continues to regenerate when using your quick boost if you use your assault boost and completely deplete your generator bar, it takes some time before that recharges now if you don’t deplete it let’s say you use half the bar it will regenerate a little faster so in a nutshell, they should go back to separating the two, and not having both of them feed off of one power source, which most of the time will leave you vulnerable for attacks, even though you can be a very meticulous player about your energy use dodging a ton of missiles a.k.a. spam, weapons would, in all honesty counteract this.
i’m a middleweight maneuverable build that runs double ducketts, double zimms…
am i part of the problem? 😭
but honestly i cringe and become hesitant to fight tetra and tank builds. they’re just absolutely tanky as hell and a pain to fight on even terms.
The first couple of weeks pvp was fine but now it’s boarder line unplayable. One shot builds and homing missiles are making anything else unplayable.
Maybe I'm just lucky but on steam I've actually had a surprisingly big lack of meta tryharding from opponents. The worst I've seen so far is using 1 single zim or stun needle on a build
There was one guy playing missile keepaway but the map he set had plenty of cover so it was fair
Well if theyre anything like me they were using zimms for the story and found out they were ridiculous. Si we vow to only pve speedrun with them until they get nerfed. Its actually amazing the combinations and styles you can play .
Yeah im loving this game and PvP is really fun but some weapons are clearly much too strong. Getting very sick of stun needles in 3v3 tbh. They're the only thing that actually kind of tilt me in PvP.
Bro i just wanna have fun with my build and people just keeps running zimmermans fuck
I come from armoured core 4 and For Answer in my teen years. Granted its been a long time since then, but this is not how I remember the game. Your movement and skill meant a lot more than your weapons
Well I use tank tracks with gats and rail guns have 90% win rate. But yes rail guns are strong. Also I have used super fast builds against heavy builds and I have no issue it’s effective dodging. This game requires a high level of skill to play effectively. My heavy build can chase the fastest builds down. But any build can be extremely effective with right pilot.
You laid it out well. Yes, you can be effective with faster builds, vs bad players. But if two players are of equal skill levels then there are simply entire classes that outperform others. There are no reasons to run biped in this game, thanks to dogshit like assult boost and hardlock, there is no reason not to run any of the tank treads/tetra legs.
I disagree somewhat. I don't think the coral missiles are all too huge an issue outside 1v1s. I also think that the weapons themselves probably only need minor adjustments (with two notable exceptions); the deeper issue (as I see them) are stun time after a heavy hit or kick and the riccochet mechanic in conjunction with buerzel boosters. Right now, we have a scenario where super heavy frames dominate the meta. In the case of tetras, buerzels allow them to close distance against any AC not actively ABing away from them, have a giant kick hitbox, and guarantee extreme damage off a single kick due to stun. Further, due to the riccochet mechanic, many weapons cannot engage tetras and tanks outside of kick/Zimm range with the majority of kinetic weapons. In fact, tetra kicks are so powerful that zimm tetra 1v1s are often decided by the first kick, provided neither party uses a shield. Against LWs and most bipeds, it's even more ridiculous.
There are certainly other issues. I'm not sure what to do about laser tanks, for example. They are far, far too strong in 1v1s, but don't perform as well in 3s, with laser bipeds proving the better option. But I think my ideal balance patch would look something like this:
-Reduce Zimm impact damage by 15%
-Reduce buerzel AB speed by 20% (I don't see this ever happening, though)
-Reduce Charged nebula AoE hitbox by 15%
-Make stun recovery inversely proportional to AC weight, with lighter ACs recovering from heavy hits extremely quickly.
-Push riccochet range out an additional 25m on all non-shotgun kinetic weapons.
-Reduce lateral tetra kick hitbox.
I think those changes would dramatically increase the survivability of lighter, non Zimm CQC builds without completely kneecapping the current meta.
Unfortunately, I have no idea what to do about lasers that wouldn't ruin them completely, but I think these changes would be a good start.
For any one struggling against duel zims, i would recommend learning how to effectively use the coral sheild( or other parry shields). As it can really hard counter some of those builds.
if the lag is being kind
@@understated1908 s(h)ame
One thing From Needs to do, if they haven't by now, is to SEPERATE THE PVE AND PVP nerfs...
Make the reload times of broken weapons much much longer, also make other weapons DPS harder faster like the start Rifle should have a rate that’s almost an a simi auto rifle
All I can say is… yeah, those weapons are op in teammatch, but in 1 vs 1, a good reader player can destroy those op weapons.
Me and my boys just hop into matches with either flamethrowers and whatever shoulders we want, OR absolutely nothing and just try punching/kicking the hell out of each other or the other team. Either way it's a blast cuz nobody can tell what's going on 🤣🤣
I don't find the corral weapons that bad to play against, except when quads use oscillator. My three biggest problems come from zims, needles and truenos. If Nebula was used more often, it would be at the top of the list. Its charged attack has an insane hit box and is nearly impossible to dodge in close range. Do yourselves a favor and stick two of these on wheelchair legs. Lots of fun but not very fair.
I'm very glad I never played the pve lol. After getting thru the campaign and getting all the weapons and doing some tests... watching a few vids...
As a person that blasted thru this game with light/ med bipeds, I knew my place lol.
Often though I wonder how games release stuff like this. No one was testing and said "hey can you guys hit ppl with the melee?", or man why does my 60k mech feel like it's paper mache?
The stagger system is also wierd, because duration seemed to go off enemy mechanics stats... why heavy mechanical have the fastest recovery is beyond me.
As typical with fromsoft, they designed a lot of elements out the game, maybe from past title difficulty staving off customers. I'm quite sure auto aim was where the disasters started.
Aiming kinda is the critical skill element in a shooting from, wtf were u thinking?
Imo atleast.
love project wingman ost
Well againt the last 3 boss in the game I did use tetra legs, 2 needles and 2 zimmermans haha. I'm not proud of it but at the end I was just tired to get destroys by some of the bullshit attacks and mechanics of those boss
heavy energy cannon tank builds make me went to kill myself.
Decrease the stagger drastically
whenever I see the cancer, I'll bust out the fcs jamming cloud, dual nebula manual aim build. I'm on controller. That's how easy it is to hit with charged nebula shots.
Sure they may have coral weapons, but I have feet!
Honestly re-balancing Lightweights to AC4A Light Weight Speeds and giving Linear Rifles a long 1:1 effective range would do a better meta shift. Dafeng Head could use an overall durability buff with large proportion to stability since it lacks hp and scan range.
It's not just the overturned weapons, it's the hyper focus on aggression and the overall design of the game.
Hard-lock, low weapon ranges, combos that can 100 to 0, Assault Boost having zero downsides with no way to get away from the booster, ect.
The game was built for close range and nothing else really. Used a mid range build in an honest match, it was fun. The minute I went against a meta build, I was utterly trashed.
Ignoring the lag and vfx issues, the game is not designed for anything except for close range, period.
It's unfortunate.
I think one of the big problems that they need to address some how is Assault Boost. It gives a defense bonus while increasing damage/impact. And tracking is still good while doing it so brain off AB into zimms or whatever. Totally negates the negative of having to be up close. Even after they nerf Zimms they will still be really good because of Assault Boost. Not sure what's to do, like remove hard lock, or make tracking garbage when Assualt boost. Or remove bonuses or something. Something needs to be done. This applies to PvE as well but I doubt they will do anything about it.
AllMind Alpha looks cute ngl
Once again folks, fromsoft makes PvE games. The PvP is just a bonus. Take it as it is or don't take it at all.
Just because fromsoft focuses on the pve aspects of thier game doesnt invalidate any criticisms about their pvp regardless of how much care theyve put into it its still a feature theyve decided to add to the game
Also Zimmermans are just as braindead in pve xD
@Camou. not a fan of them in pve
so what you're saying is it's a fromsoft game
I’ll never understand the point behind running a build that can insta kill or immediately stun break someone, it takes all the fun out of it, we shouldn’t be nerfing ourselfs into kitty fights but all the stuff mentioned and even the duel plasma wings can just be excessive and boring, I get it can be exciting to see someone get wasted but how long is it really gonna be fun for when it’s the same result every time
Yes the game is dominated by heavy builds but that won’t stop me from using my lightweight builds dang it!!! TwT
After no balancing efforts on that third patch I'm pretty sure they have no interest in fixing these issues in the game.
Im just sick of dodging kicks and still getting dismantled bc they hit me from 150m
The new patch is out lol youll have to do this again
the argument is fairly old now. Zimms and needles are strong, they take the least amount of effort for their reward, but they are also pretty easy to just shut down. Shields just stop zimms, dual linear rifles on big maps with a mega lightweight AC just shuts it down also.
idk sorry but i just find myself rolling my eyes a lot during this video
I mean, the long range FCS options are actually pointless in the game right now since nothing but missiles will ever hit and do damage consistently beyond 300m. Even in PvE long range feels useless outside of missiles. I'd be more oK with that if midrange builds felt viable but with Tetrapod Zimmers just existing those frequently get crushed as one mistake, or any latency issues, cause a dodging focused build to explode in less than two seconds.
Makes it so close range is dominated by Zimmers, long range is dominated by missiles, and mid range gets dominated by both close range and long range builds because AB.
I love this game but their are certain weapons that take advantage of the system mechanics so well that if you dont use them or play run away you lose and it feels bad to play PvP at this point.
Press R, check the build, kick/leave if it's running some bullshit.
let me add a candidate for the 5th weapons/one of the anti meta, big explosives, i used 2 dizzies and 2 earshots and somehow winning some games against these spammer, well, at least in team fight, my guess is because they usually quite slow that they can't evade the explosion completely, even if you can't lock on them, if you're sure they're near you, you can just shot the ground for the aoe, when they're staggered, finish with 2 earshots for satisfaction, but well, this of course has it's own weakness, and i'll left it to you to find out
and i'm still waiting for a goddam sniper rifle, come on, man, i want to shot from a kilo away!!!
You know what, I made a AC with all the weapon you mentioned, AC name is Shame on you - buddy
the fact is, the AC speed is not really that matter like before because of hard lock. I am a melee player, but no matter how fast I go, that fucking tank leg with 4 missile launcher is always watching me.
So many people are entitled and will not let the meta evolve naturally.
Also, if there are at leaste 4 different broken build types how can you say the game is broken. Zimmer, Stun Needles, missile boat, coral. That's more vearity than many PvP games. But these are not even the only viable builds, let people work, let people figure this out
The first goal of tournaments is competition. Entertainment is a lesser goal.
I refused my friend. I have plenty of builds, and refused to just abuse songbirds and double shotungs. Also ocilor charge attack an be invisible sometimes.
give the artist some credits brother
i didn't buy this for the pvp, however i do love themed lobby's
lol melee weps and assault boost would be the chemical X for me but eh
every other day a new meta breaker build and then a counter to that get posted and explained but they rely on pilot skill
overall i love seeing this games pvp team and single
its an insane constant rotation of a new cancer every week to counter the prior cancer
but the fact there is a meta of cancer rotation for skilled pillots vs just one single strongest brain dead meta anyone can use is great
it has that braindead meta sure but there are counters and counter play to them
i agree w latency being and issue and invisible effects and stuff should be fixed
another thing to fix is certain weps w certain weps being broken for bad reasons and others for amazing reasons (looking at quads and coral oscillator)
There's a good reason why I avoid fromsoft PvP like a plague.
Wait what makes tetra so op
yeah...im not playing pvp anymore cause of this
I mean you can beat these weapons, you just gotta be good
The: skill issue bro
Energy
Ima run quad missiles in 3v3 only until they nerf it. Working hard did not pay off for me.
Banning needle launchers and such i am fine with but i thnk banning any legs but bipedal or tank is just terrible. I am sorry but reverse joint and biped are incredibly boring. I would not give up my tetrapod. Its my faiv leg type.