I think my Elcano/Schneider ultralight biped actually works surprisingly well on tank-legged AI opponents, since they all rely fairly heavily on bazookas and grenades which has trouble tracking 370+ speed targets.
Wouldn't be so bad if not for Iguazu. Bro's surprisingly tough to kill with his shield up, so much that Volta often gets to you before he's dead. Iguazu suffers at close range and Volta at long range. They cover eachother's weaknesses and push you to face the other on their terms. Volta is very durable, and his guns work well together to slap you around up close, especially since he doesn't have to stop to enter firing stance. If Iguazu staggers you when Volta's big guns can fire you're gonna eat alot of damage. I found that Volta has a hard time dealing damage if you stay at mid to long range, especially without Iguazu nearby, and he struggles with turning, so he hits walls and sometimes gets stuck, making high damage AOE effective against him. That is, if Iguazu doesn't fight like a gremlin and stagger you just as Volta Corners himself.
I've been working my way through the Redgun's ACs myself on the weekends when I have time to play. Last Saturday I got into tinkering with CANNON HEAD and things got a bit weird because about halfway through I stopped looking for the _best_ answers and started looking for more _interesting_ ones. I kept the Songbirds and swapped the Gou-Chen for the Xuan-Ge, weapons that I wouldn't use on a biped because of how much time I'd be immobile for, but which work perfectly well on tanks to achieve accuracy through volume. Sensible decisions, I think. But then I swapped the Split Missiles for the Container Missile, hear me out: Tanks have a hard time getting off the ground so against other grounded enemies some of the split's sub-missiles are likely to hit the floor, and most missile launchers aren't taking advantage of the tank's ability to move while firing back weapons. Against an enemy who is staying airborne to avoid explosive splash damage, Containers will miss and then create a lingering hazard that helps to zone the enemy out, and against grounded enemies you can manually aim it where you want it to go. Honestly the juice isn't worth the squeeze (buffing its reload like the Earshot would make it more forgiving when fumbled and more oppressive when mastered), but conceptually I like how it asks players to think a little more when playing as or against what would otherwise be a braindead cannon-spamming heavy tank. For the left hand I thought the Zimmerman was OK but I really wanted more range and more DPS, and I knew that the Hu-Ben would be awkward because it has to wind up again every time a quick-boost or heavy weapon interrupts it, and I didn't want to use one of the SMGs or rifles because they wouldn't be powerful enough. That's when I had a brainwave: The GU-A2 pulse gun! It out-damages the Hu-Ben when fired in bursts, it doesn't need to wind up, and it also cools like the Hu-Ben any time it's not firing. It's crap for staggering but its crit mult isn't too bad and we have the Songbirds and Xuan-Ge for staggering and punishing anyway. It even has the added bonus of PA interference which helps against some enemies in PVE and against players who would otherwise counter projectile spam with pulse shields and core expansions. The GU-A2 doesn't even break my self-imposed limitation of using equipment that the Redguns have access to, they already use Takigawa pulse shields and BAWS will sell to anyone, so with the other energy savings I've made I can swap the Ming-Tang for the Yaba with its 95 EN firearm spec while keeping the build's overall weight and energy management basically identical. EN efficiency is still well over 4k and the longer regen delay is balanced out by the Yaba recovering more EN after redlining. The final thing I added was Pulse Protection, for thematic reasons. Volta and Iguazu usually deployed together until Iguazu flaked on him at The Wall, and their ACs complement each-other well like kinorris1709 described in another comment chain. Pulse Protection builds on this dynamic, it reinforces the reworked CANNON HEAD's thematic focuses on zoning the battlefield and on providing a bulwark for Iguazu's HEAD BRINGER to hide behind or push enemies into. On a side note, the delivery on the line 'I'm not taking any more of your shit!' is excellent. AC VI often gives you moments of feeling like the bad guy but this one stands out because this time _I chose_ to be the bad guy. Iguazu's salty PM after the dam mission in the first playthrough is just unwarranted, but in the timeline where you stab him and his kindred miscreant Volta in the back, his personal vendetta against you is completely understandable. 'You shouldn't have been so hard on the poor lad.' - Coldcall
Finally a revision on this bastard, fighting him and iguana at the same time is quite the challenge, and there are not many borneissza builds out there so this is quite useful.
I considered it, the verrill specifically actually, and decided against it because it brought the build back up up to a 1.55 qb reload time. I really like how oddly mobile the build feels despite being so heavy at over 115k weight, so I decided to keep the tian qiang head, even the smallest upgrade from the balam heads brings it back up to 1.5.
Volta is such a bastard to fight when you are given the choice to betray the Redguns. MF literally hits like a tank
Fr, He can literally just end the fight whenever he wants too and it's just goofy.
I think my Elcano/Schneider ultralight biped actually works surprisingly well on tank-legged AI opponents, since they all rely fairly heavily on bazookas and grenades which has trouble tracking 370+ speed targets.
Less of a build problem, more of a "do I have enough ammo to kill him after Iguazu?"@@zchen27
Grenade launchers work surprisingly well.
Wouldn't be so bad if not for Iguazu. Bro's surprisingly tough to kill with his shield up, so much that Volta often gets to you before he's dead. Iguazu suffers at close range and Volta at long range. They cover eachother's weaknesses and push you to face the other on their terms.
Volta is very durable, and his guns work well together to slap you around up close, especially since he doesn't have to stop to enter firing stance. If Iguazu staggers you when Volta's big guns can fire you're gonna eat alot of damage.
I found that Volta has a hard time dealing damage if you stay at mid to long range, especially without Iguazu nearby, and he struggles with turning, so he hits walls and sometimes gets stuck, making high damage AOE effective against him.
That is, if Iguazu doesn't fight like a gremlin and stagger you just as Volta Corners himself.
This guy had half a meta build haha. Super sick build.
I've been working my way through the Redgun's ACs myself on the weekends when I have time to play. Last Saturday I got into tinkering with CANNON HEAD and things got a bit weird because about halfway through I stopped looking for the _best_ answers and started looking for more _interesting_ ones.
I kept the Songbirds and swapped the Gou-Chen for the Xuan-Ge, weapons that I wouldn't use on a biped because of how much time I'd be immobile for, but which work perfectly well on tanks to achieve accuracy through volume. Sensible decisions, I think.
But then I swapped the Split Missiles for the Container Missile, hear me out: Tanks have a hard time getting off the ground so against other grounded enemies some of the split's sub-missiles are likely to hit the floor, and most missile launchers aren't taking advantage of the tank's ability to move while firing back weapons. Against an enemy who is staying airborne to avoid explosive splash damage, Containers will miss and then create a lingering hazard that helps to zone the enemy out, and against grounded enemies you can manually aim it where you want it to go. Honestly the juice isn't worth the squeeze (buffing its reload like the Earshot would make it more forgiving when fumbled and more oppressive when mastered), but conceptually I like how it asks players to think a little more when playing as or against what would otherwise be a braindead cannon-spamming heavy tank.
For the left hand I thought the Zimmerman was OK but I really wanted more range and more DPS, and I knew that the Hu-Ben would be awkward because it has to wind up again every time a quick-boost or heavy weapon interrupts it, and I didn't want to use one of the SMGs or rifles because they wouldn't be powerful enough. That's when I had a brainwave: The GU-A2 pulse gun! It out-damages the Hu-Ben when fired in bursts, it doesn't need to wind up, and it also cools like the Hu-Ben any time it's not firing. It's crap for staggering but its crit mult isn't too bad and we have the Songbirds and Xuan-Ge for staggering and punishing anyway. It even has the added bonus of PA interference which helps against some enemies in PVE and against players who would otherwise counter projectile spam with pulse shields and core expansions.
The GU-A2 doesn't even break my self-imposed limitation of using equipment that the Redguns have access to, they already use Takigawa pulse shields and BAWS will sell to anyone, so with the other energy savings I've made I can swap the Ming-Tang for the Yaba with its 95 EN firearm spec while keeping the build's overall weight and energy management basically identical. EN efficiency is still well over 4k and the longer regen delay is balanced out by the Yaba recovering more EN after redlining.
The final thing I added was Pulse Protection, for thematic reasons. Volta and Iguazu usually deployed together until Iguazu flaked on him at The Wall, and their ACs complement each-other well like kinorris1709 described in another comment chain. Pulse Protection builds on this dynamic, it reinforces the reworked CANNON HEAD's thematic focuses on zoning the battlefield and on providing a bulwark for Iguazu's HEAD BRINGER to hide behind or push enemies into.
On a side note, the delivery on the line 'I'm not taking any more of your shit!' is excellent. AC VI often gives you moments of feeling like the bad guy but this one stands out because this time _I chose_ to be the bad guy. Iguazu's salty PM after the dam mission in the first playthrough is just unwarranted, but in the timeline where you stab him and his kindred miscreant Volta in the back, his personal vendetta against you is completely understandable. 'You shouldn't have been so hard on the poor lad.' - Coldcall
Finally a revision on this bastard, fighting him and iguana at the same time is quite the challenge, and there are not many borneissza builds out there so this is quite useful.
I think you could have changed out the head to add some attitude stability like the verrill since you have a lot of free en you could utilize.
I considered it, the verrill specifically actually, and decided against it because it brought the build back up up to a 1.55 qb reload time. I really like how oddly mobile the build feels despite being so heavy at over 115k weight, so I decided to keep the tian qiang head, even the smallest upgrade from the balam heads brings it back up to 1.5.
Haldeman might not bad for firing cycle
1 Zimmerman & 1 huben were good pair too
The funny cheat man