One tip that will help is to purge weapons that are out of ammo to lose dead weight and move faster. If you are using analog controls, just hold triangle and press the fire button, for your secondary weapon press triangle and the secondary fire button and for extends its triangle + L3. EDIT: ECM messes with your lock on and radar in a nutshell.
8:25 ECM stands for Electronic Counter Measures. It's kind of a catch-all term for electronics jamming devices, so the things that mess with your radar and lock-on systems. An EMP would not be considered a kind of ECM I don't think. The more you know *
ECM stands for Electronic Counter Measures and is a real world concept of a system that emits false data on the frequencies used by radar and sonar, think of it like static for detection systems. The difference between ECM and EMP is that ECM emits a constant stream of data that disrupts enemy detection abilities by causing it to read false information, while EMP emits a single large pulse of electromagnetic energy designed to overload and destroy equipment.
Well, ECM does more then just emitting false radar signatures. It also can mess up communications, UAVs, guided munitions, disrupt satellite navigation in certain area and probably more.
In nexus a rad with forced cooling and boosters that has medium power and low booster heating basically makes your ac never overheat and its still fast enough for all the obstacles you face in the game. The boosters i used in all of nexus disc 1 and disc 2 was B01-BIRDIE and never overheated cause of using boosters. Atleast with the bipedal legs and quads i think tank legs and hover legs still generate some heat even with a good rad.
11:14 Actually, dual wielding sniper rifles with an appropriate FCS is a *really* good idea. It worked for me on a quad leg setup. That bridge area practically designed my sniper AC. Dual WYRMs were the sniper rifles I settled on. great range, 60 ammo, and good damage. Perfectly suited to a sniper build if you value steady DPS. 15:10 That's a fair assessment. 16:20 I had this problem by the mid game, par for the course really. 16:40 Getting colder... :)
i assume getting colder is a good thing, considering we are talking about nexus xb i went for that one because it had less energy drain too although thats not my main issue
@@ruikiri Yeah, colder is good. I came into Nexus understanding the overheat was going to be a major issue. I looked up some tips for it, and held onto the advice a little longer than I should have. The Birdie and Ragora are great to help you get off the ground, literally and figuratively. Once you're familiar you can start changing the parts and *going into the AC test mode* to check if that suited your needs.
i like how you manage to always pick the worst mission to try new stuff out xD but yea the heat is soo bad. i just used codes to disable it. also one trick. the hitbox will always be your first weapon. so running a sniper as offhand and an SMG as main gives you the big box with the sniper dmg.
Although the hitbox is partially based on your main weapon, there are other factors that determine the size and range of it that are important as well. Namely the parallel sight of your FCS and the compatibility of the two weapons with each other and your FCS type. Using a ND weapon with a WS FCS will result in a smaller lockbox than expected, especially if that weapon is your left hand weapon and you have low parallel sight. This is most noticeable in Last Raven, because the game starts most missions with you in normal mode and when the mission actually starts and combat mode engages your lockbox will shrink dramatically. Unfortunately youtube deletes any comments with a link in it so I cant post the comparison here, but trust me when I say it goes both weapons are compatible with each other+FCS > Right hand weapon incompatible but left hand matches > left hand incompatible, right hand matches > neither hand compatible.
7:00 Well, yes. It's not like XCOM where it's a big fuck you if you mess up or get messed up even once. Since there if either happens, you got fucked over so bad, the run is automatically dead, so you either start over from there or save scum. That is why it's a popular thing to do in XCOM. Here you can just roll with it or don't. Nothing wrong with rolling with it, but eventually your bad performance is going to catch up to you.
i get it xb but theres always the temptation to do it... we want to feel like we are acomplishing things and lets be honest, first time going through armored core as a new player, its probably gonna be fail after fail after fail xb i heard nexus is a bit more forgiving in that regard but in silent line you are currently ending the game and having to reload :/
@@ruikiri If I remember correctly, you don't need to worry about that nearly as much anymore from Nexus onward. In Nine Breaker, this is no game over. In Formula Front, there is no game over. And all games after Last Raven there is no game over. Although just in case, save often anyways. You never know when the emulator might crash. What's the deal with Last Raven? Technically, every mission you fail results in a game over. BUT it's not like the past games where they'll just boot you to the starting screen. It will give you the choice to go back to before you accepted the mission OR restart the playthrough with everything you have at that point so that you can go down a different path in the story. ACLR is hard, but it's really nice to you. And it's really REALLY short. So you'll be doing yourself dirty by stopping at one of the 7 endings.
i tried too, but it said my old blade couldnt be used as a hanger weapon :( or do i have to buy weapons that are specific for the hanger slot, AC4A Style?
@@ruikiri all blades should be compatible with hangar slots, its likely that your core just doesnt have hangar slots. If it does, then I guess try buying a different blade. The one with the really long blade is very effective and looks sick, and i know that one can go in your hangar.
You can still fly around like you like to in Nexus, you just need to have different priorities in AC building to do it. You need a good balance of cooling on your parts, non-emergency cooling on your radiator, and lowish heat generation in your boosters and generator. Its not extremely difficult to make a heat neutral or negative AC that can boost and even overboost freely.
@@ruikiri If youd like I can give you a build i designed with you in mind that dual wields machine guns, incorporates the missiles i recommended, and is heat negative (meaning it can fly while losing heat). With relatively conservative booster use like your normal playstyle it has nearly infinite energy, though its also capable of long air engagements as well. I tested it on both the final mission and final arena opponent and was able to clear both with only moderate difficulty. You should have all the parts required for it already in the shop. I dont blame you if you want to try to make your own design though.
I love the Hoverlegs, but you choose one of the slowest ones. Hoverlegs are sluggish in the air, and them automatically gently landing causes a delay when you want to dash after being in the air...but in exchange, they can dash very quickly across the ground AND DEEP WATER. And while dashing, if you tap the Boost button just right, not fast enough to go from dashing to flying, the tap rate just slower then that, will let you dash more efficiently, using less energy, producing less heat, and you can change directions dramatically. Especially with Hoverlegs that have great braking ability. Non-tank legs have the Bunnyhop technique. Hoverlegs have this tap-dash technique. Practice zigzaging with your dashes in random directions. Move like you're teleporting around in short distances, like that movie Jumper, or Nightcrawler from X-Men.
For killing enemy ACs I would highly recommend the CR-WB75MT missiles. They are available from the beginning and although they are very heavy have damage output comparable with plasma cannons and have high accuracy and ammo. Since they are missiles they are usable by any leg type and will make short work of even high level Arena targets, much less mission ACs and heavy targets. Theyre also extremely easy to use thanks to their 1 lock maximum and triple shot, requiring you to just hold down the fire button while aiming at your opponent. The left hand MG that looks like a gatling gun is also very good, though I wouldnt recommend the right hand one just for ammo purposes. The 800 rounder you have now is fine for that.
Brooo brrooo. If youre gonna use sniper rifles you gotta adjust that FCS. Different FCS exist for different types of weapons. You need an FCS eith a long distance lock-on. Same with machine guns. Gotta change to an FCS eith short range and you get a bigger lock-on (usually).
youre absolutely right and i completely forgot about that xb theres too much to think about when building a mech, i just wanted to switch weapons man xb
@@ruikiri yeah, it's tough to get the hang of everything, but you'll get it all down in time. I believe in you. Soon you'll be soaring with the best of them.
@@meeirudayo7270 Heat is also a huge problem for hovers in Last Raven, but the point is hes only using hovers here because of the heat mechanic, so he wont be using them in Last Raven where its toned down again.
@@ruikiri Hover legs have several problems that arent really made up for with their advantages. Their in built boosters are notoriously hot and inefficient, which causes problems when they also are extremely difficult to bunny hop with. They have super high ground speed but being able to lift off is super important for dodging, and they cant use back weapons without landing just like most other legs. In short they have all of the drawbacks of a tank except slow speed, with none of its advantages. In addition to that, the nail in the coffin for them was Last Raven where either due to natural fragility or a programing quirk they get destroyed almost instantly, and when destroyed have heat levels that make Nexus look like Alaska.
1:35 bro he is like me frfr 😂 I hate that so much in these games,if it has a lock on reticle it's probably useless for secondary target's that ironically are the main objective 😂😂😂
One tip that will help is to purge weapons that are out of ammo to lose dead weight and move faster. If you are using analog controls, just hold triangle and press the fire button, for your secondary weapon press triangle and the secondary fire button and for extends its triangle + L3. EDIT: ECM messes with your lock on and radar in a nutshell.
thank you, although i rarely need to purge weapons but ill keep that in mind :D
8:25 ECM stands for Electronic Counter Measures. It's kind of a catch-all term for electronics jamming devices, so the things that mess with your radar and lock-on systems. An EMP would not be considered a kind of ECM I don't think.
The more you know *
On the other hand, ECM's what makes light mechs in Mechwarrior worth piloting. Makes sure the enemy couldn't get a bead on you
I see, i feel wiser now :D thank you
ecm - electronic countermeasures
eccm - electronic counter-countermeasures
stuff that fucks up your computer, internal hardware - lockbox FCS, radar etc
i see so does summer heat count as ECM? xb
@@ruikiri with enough EM waves in the air for sure.
ECM stands for Electronic Counter Measures and is a real world concept of a system that emits false data on the frequencies used by radar and sonar, think of it like static for detection systems. The difference between ECM and EMP is that ECM emits a constant stream of data that disrupts enemy detection abilities by causing it to read false information, while EMP emits a single large pulse of electromagnetic energy designed to overload and destroy equipment.
my brain just grew after reading that, thank you :D
Well, ECM does more then just emitting false radar signatures. It also can mess up communications, UAVs, guided munitions, disrupt satellite navigation in certain area and probably more.
In nexus a rad with forced cooling and boosters that has medium power and low booster heating basically makes your ac never overheat and its still fast enough for all the obstacles you face in the game. The boosters i used in all of nexus disc 1 and disc 2 was B01-BIRDIE and never overheated cause of using boosters. Atleast with the bipedal legs and quads i think tank legs and hover legs still generate some heat even with a good rad.
ill have to check out some diffrent setups :D
11:14 Actually, dual wielding sniper rifles with an appropriate FCS is a *really* good idea. It worked for me on a quad leg setup. That bridge area practically designed my sniper AC. Dual WYRMs were the sniper rifles I settled on. great range, 60 ammo, and good damage. Perfectly suited to a sniper build if you value steady DPS.
15:10 That's a fair assessment.
16:20 I had this problem by the mid game, par for the course really.
16:40 Getting colder... :)
i assume getting colder is a good thing, considering we are talking about nexus xb i went for that one because it had less energy drain too although thats not my main issue
@@ruikiri Yeah, colder is good.
I came into Nexus understanding the overheat was going to be a major issue. I looked up some tips for it, and held onto the advice a little longer than I should have. The Birdie and Ragora are great to help you get off the ground, literally and figuratively. Once you're familiar you can start changing the parts and *going into the AC test mode* to check if that suited your needs.
i like how you manage to always pick the worst mission to try new stuff out xD but yea the heat is soo bad. i just used codes to disable it. also one trick. the hitbox will always be your first weapon. so running a sniper as offhand and an SMG as main gives you the big box with the sniper dmg.
Heat in Nexus can be circumvented by building an AC with good gen/rad/booster setup.
Although the hitbox is partially based on your main weapon, there are other factors that determine the size and range of it that are important as well. Namely the parallel sight of your FCS and the compatibility of the two weapons with each other and your FCS type. Using a ND weapon with a WS FCS will result in a smaller lockbox than expected, especially if that weapon is your left hand weapon and you have low parallel sight. This is most noticeable in Last Raven, because the game starts most missions with you in normal mode and when the mission actually starts and combat mode engages your lockbox will shrink dramatically.
Unfortunately youtube deletes any comments with a link in it so I cant post the comparison here, but trust me when I say it goes both weapons are compatible with each other+FCS > Right hand weapon incompatible but left hand matches > left hand incompatible, right hand matches > neither hand compatible.
yes xb it is a gift :D also there are codes to disable heat ? :o
7:00 Well, yes. It's not like XCOM where it's a big fuck you if you mess up or get messed up even once. Since there if either happens, you got fucked over so bad, the run is automatically dead, so you either start over from there or save scum. That is why it's a popular thing to do in XCOM.
Here you can just roll with it or don't. Nothing wrong with rolling with it, but eventually your bad performance is going to catch up to you.
i get it xb but theres always the temptation to do it... we want to feel like we are acomplishing things and lets be honest, first time going through armored core as a new player, its probably gonna be fail after fail after fail xb i heard nexus is a bit more forgiving in that regard but in silent line you are currently ending the game and having to reload :/
@@ruikiri If I remember correctly, you don't need to worry about that nearly as much anymore from Nexus onward. In Nine Breaker, this is no game over. In Formula Front, there is no game over. And all games after Last Raven there is no game over. Although just in case, save often anyways. You never know when the emulator might crash.
What's the deal with Last Raven? Technically, every mission you fail results in a game over. BUT it's not like the past games where they'll just boot you to the starting screen. It will give you the choice to go back to before you accepted the mission OR restart the playthrough with everything you have at that point so that you can go down a different path in the story. ACLR is hard, but it's really nice to you. And it's really REALLY short. So you'll be doing yourself dirty by stopping at one of the 7 endings.
you should bring hanger weapons, remember, a blade is always useful.
yeah especially since he doesnt OB, use EO cores, or shoulder weapons having hangar weapons would be lifesavers.
i tried too, but it said my old blade couldnt be used as a hanger weapon :( or do i have to buy weapons that are specific for the hanger slot, AC4A Style?
@@ruikiri all blades should be compatible with hangar slots, its likely that your core just doesnt have hangar slots. If it does, then I guess try buying a different blade. The one with the really long blade is very effective and looks sick, and i know that one can go in your hangar.
@@ruikiri you can use the "starter" blade as a hanger weapon for some insane reason in ACNX
Looking forward to watching your AC6 run (after I'm done with my own, of course). Got my premium edition paid for and it should be shipped next week.
is that the one that comes with the action figure? xb
Yep, and the garage.
You can still fly around like you like to in Nexus, you just need to have different priorities in AC building to do it. You need a good balance of cooling on your parts, non-emergency cooling on your radiator, and lowish heat generation in your boosters and generator. Its not extremely difficult to make a heat neutral or negative AC that can boost and even overboost freely.
good to know, ill have to check that out next time :D
@@ruikiri If youd like I can give you a build i designed with you in mind that dual wields machine guns, incorporates the missiles i recommended, and is heat negative (meaning it can fly while losing heat). With relatively conservative booster use like your normal playstyle it has nearly infinite energy, though its also capable of long air engagements as well. I tested it on both the final mission and final arena opponent and was able to clear both with only moderate difficulty. You should have all the parts required for it already in the shop.
I dont blame you if you want to try to make your own design though.
i appreciate the input but i do want to try and make my design, thats the fun part about these game :D@@baval5
@@ruikiri No problem, i figured youd probably say that but thought id offer anyway =P
Love this series
thank you :D
I love the Hoverlegs, but you choose one of the slowest ones.
Hoverlegs are sluggish in the air, and them automatically gently landing causes a delay when you want to dash after being in the air...but in exchange, they can dash very quickly across the ground AND DEEP WATER.
And while dashing, if you tap the Boost button just right, not fast enough to go from dashing to flying, the tap rate just slower then that, will let you dash more efficiently, using less energy, producing less heat, and you can change directions dramatically. Especially with Hoverlegs that have great braking ability.
Non-tank legs have the Bunnyhop technique.
Hoverlegs have this tap-dash technique.
Practice zigzaging with your dashes in random directions. Move like you're teleporting around in short distances, like that movie Jumper, or Nightcrawler from X-Men.
The heat system is basically the metaphor for global warming 💀
damn, is Al Gore going to be the final boss in this game ? :o
For killing enemy ACs I would highly recommend the CR-WB75MT missiles. They are available from the beginning and although they are very heavy have damage output comparable with plasma cannons and have high accuracy and ammo. Since they are missiles they are usable by any leg type and will make short work of even high level Arena targets, much less mission ACs and heavy targets. Theyre also extremely easy to use thanks to their 1 lock maximum and triple shot, requiring you to just hold down the fire button while aiming at your opponent.
The left hand MG that looks like a gatling gun is also very good, though I wouldnt recommend the right hand one just for ammo purposes. The 800 rounder you have now is fine for that.
ill see about those missiles, i might just stay with a heavy AC, at least for now
@@ruikiri Even with a tank those missiles are a godsend. I use them with my tank build, this is the only game I use missiles in.
17:48 The back mounted chainguns in this game are absolute trash. However in a weird twist the hand mounted ones are really good.
good to know :D
Brooo brrooo. If youre gonna use sniper rifles you gotta adjust that FCS. Different FCS exist for different types of weapons. You need an FCS eith a long distance lock-on. Same with machine guns. Gotta change to an FCS eith short range and you get a bigger lock-on (usually).
youre absolutely right and i completely forgot about that xb theres too much to think about when building a mech, i just wanted to switch weapons man xb
@@ruikiri yeah, it's tough to get the hang of everything, but you'll get it all down in time. I believe in you. Soon you'll be soaring with the best of them.
If you're using hover leg on last raven, you're in a world of pain
Well yes but heat from boosting is a lot more manageable in Last Raven so he wont need to anymore.
@@baval5 not that. It will break like a second because of that damage part mechanic.
@@meeirudayo7270 Heat is also a huge problem for hovers in Last Raven, but the point is hes only using hovers here because of the heat mechanic, so he wont be using them in Last Raven where its toned down again.
@@baval5 what I want to say is hover leg is more fragile in Last Raven. can't forget the heat.
@@baval5 that's the reason I said he gonna be in a world of pain if he using the hover leg in Last Raven.
If you would like I can give you ideas for builds if you want more information feel free to ask about the lore
The heat system is so bad but hover legs are even worse
why do people hate on the hover bois? xb
@ruikiri cause it's hard to dodge when there are multiple enemies as the boosting sucks.
@@ruikiri Hover legs have several problems that arent really made up for with their advantages. Their in built boosters are notoriously hot and inefficient, which causes problems when they also are extremely difficult to bunny hop with. They have super high ground speed but being able to lift off is super important for dodging, and they cant use back weapons without landing just like most other legs. In short they have all of the drawbacks of a tank except slow speed, with none of its advantages.
In addition to that, the nail in the coffin for them was Last Raven where either due to natural fragility or a programing quirk they get destroyed almost instantly, and when destroyed have heat levels that make Nexus look like Alaska.
1:35 bro he is like me frfr 😂 I hate that so much in these games,if it has a lock on reticle it's probably useless for secondary target's that ironically are the main objective 😂😂😂
it sucks when you actually have ammo but cant complete the mission, with the objective right in front of you xb gotta get me some inside weapons