That happened a lot in low ranking battles(from D to B mostly), when you reach A rank at least some people finally understand what "priority target" means 😅 You can still be partially undetected depending on the map and if you play from far away ranges(beyond 260), because you'll see everyone below you on the ground and they won't be looking for you since they'll be busy fighting other players. However, it can also become harder for you to support your team depending on your weapons loadout, because this is a build that focuses on long-range weaponry to mainly assist your partners with stagger potential and AoE damage, not to do the killing. Even though you can easily finish off someone running away after Terminal Armor runs out~
Usually light/mid weight builds can be killed with a double blast if they get hit during stagger, but even heavy builds will usually get their health eaten by 3/4. If you're using a build that relies on energy generators, those are easily the 2nd best in terms of damage output. The fact that it has an AoE damage due to the plasma effect makes it a very good choice for team battles.
Think upward thrust efficiency would be the stat to focus on for this build, since I've heard that those legs have a high cruise speed compared to the other tetras
I thought about that too at first, but that's a thing more suited for bipedal mechs rather than tetras, since they can just fix their position while being in the air. After further testing, i also found out that based on the generator/booster installed, you could just assault boost upwards in order to gain altitude, and you might even consume less energy than using the normal vertical boost, like about 1/4 instead of 2/4. Having 3/4 of energy left instead of 2/4 might not look like a big difference in terms of energy management, but it does help a bit in flying around in the long term, especially when fighting enemies on the ground.
@@Arcane_Fenriel I'm curious how this build would benefit from the massive energy pool and extreme post-depletion recharge of the NGI coral gen the weight would be a minor cost to speed but you could possibly maintain infinite airtime...
It might require some work weight-wise, because in that case you would have to prioritize the generator first and then the weapons, but it could be doable. I doubt you'll be able to stay in the air permanently though, the EN refill is quite slow and unless you slot at least a shoulder cannon to keep you up while firing, you're bound to fall down soon or later, unless you stay near the sky-box limit all the time, wich is pretty much hard if not impossible due to battle dynamics. Keep in mind though that those legs do not support much weight, so less weight from the internal parts would be the optimal choice. Generators that focus on EN damage boost usually are not very heavy, but they usually trade the EN pool, EN regen and weight for the damage boost. The NGI coral gen is not bad, since it still has around 110 in terms of EN damage output along with a good EN pool, but at that point it might be better to use other non-energy weapons instead since you're going to loose EN damage potential from other generators anyway. It's basicly the 2nd best choice in terms of EN pool, but it's quite average for everything else, so with that setup you can either go for other coral weapons that partially ignore enemy defences, or just use non-energy weapons instead.
It all depends on internals and weapons loadout really, but the "rock-paper-scissor" rule still applies. Keep in mind that this mech is built around team battles, not for solo matches, even though you can eventually switch some of the parts in order to make it as fast as possible and still play it like an aerial ranged build. As for the current setup, if you're fighting in a open map against a tank build, you're probably going to nuke them down easily, because even if they have missiles there's good chances that they'll miss if you're fast enough and have a good balance between booster/generator. Same goes if you're fighting melee players with average generators, because they'll keep falling down mid-air due to running out of energy, and you'll kite them to death if you manage properly your own energy. If you're fighting against mid-range competent players with a good generator, you're probably dead 😅
Can't believe the enemy team all collectively forgot you existed for the entire back half of the match.
they got him so low too, and they throw a free kill resulting in them becoming free kills lmaoo
That happened a lot in low ranking battles(from D to B mostly), when you reach A rank at least some people finally understand what "priority target" means 😅
You can still be partially undetected depending on the map and if you play from far away ranges(beyond 260), because you'll see everyone below you on the ground and they won't be looking for you since they'll be busy fighting other players.
However, it can also become harder for you to support your team depending on your weapons loadout, because this is a build that focuses on long-range weaponry to mainly assist your partners with stagger potential and AoE damage, not to do the killing. Even though you can easily finish off someone running away after Terminal Armor runs out~
Armored Core, Ace Combat and Yukikaze all put together. All of my favorite things.
Same :D
Cultured taste in fiction, good sir!
Man, Armored Core 6 pvp would be so much better with some more upbeat music in the background like Ace Combat
I just wish that let you queue for match made team fights with friends, it’s so strange how they don’t
I dont know why. But i am getting prototype Arquebus Baultaeus vibes and i like it
Those pulse launchers are insane on a light tri i was fighting against the number 11 on ps5 i didn't stand a chance in my tank
Usually light/mid weight builds can be killed with a double blast if they get hit during stagger, but even heavy builds will usually get their health eaten by 3/4.
If you're using a build that relies on energy generators, those are easily the 2nd best in terms of damage output. The fact that it has an AoE damage due to the plasma effect makes it a very good choice for team battles.
Yo, the FASANs look sick when you assault boost in normal mode, like another two wings
WOOOOOOO YUKIKAZE ❤
Think upward thrust efficiency would be the stat to focus on for this build, since I've heard that those legs have a high cruise speed compared to the other tetras
I thought about that too at first, but that's a thing more suited for bipedal mechs rather than tetras, since they can just fix their position while being in the air.
After further testing, i also found out that based on the generator/booster installed, you could just assault boost upwards in order to gain altitude, and you might even consume less energy than using the normal vertical boost, like about 1/4 instead of 2/4.
Having 3/4 of energy left instead of 2/4 might not look like a big difference in terms of energy management, but it does help a bit in flying around in the long term, especially when fighting enemies on the ground.
@@Arcane_Fenriel I'm curious how this build would benefit from the massive energy pool and extreme post-depletion recharge of the NGI coral gen
the weight would be a minor cost to speed but you could possibly maintain infinite airtime...
It might require some work weight-wise, because in that case you would have to prioritize the generator first and then the weapons, but it could be doable. I doubt you'll be able to stay in the air permanently though, the EN refill is quite slow and unless you slot at least a shoulder cannon to keep you up while firing, you're bound to fall down soon or later, unless you stay near the sky-box limit all the time, wich is pretty much hard if not impossible due to battle dynamics.
Keep in mind though that those legs do not support much weight, so less weight from the internal parts would be the optimal choice.
Generators that focus on EN damage boost usually are not very heavy, but they usually trade the EN pool, EN regen and weight for the damage boost.
The NGI coral gen is not bad, since it still has around 110 in terms of EN damage output along with a good EN pool, but at that point it might be better to use other non-energy weapons instead since you're going to loose EN damage potential from other generators anyway.
It's basicly the 2nd best choice in terms of EN pool, but it's quite average for everything else, so with that setup you can either go for other coral weapons that partially ignore enemy defences, or just use non-energy weapons instead.
@@Arcane_Fenriel fair
Are these PC builds or console? Love the content!
Thanks~
They're all on console, PS5.
@@Arcane_Fenriel sweet thank you!
Song?
Ace Combat 7 ost - "Three of a Kind"
How does this hold up in 1v1?
It all depends on internals and weapons loadout really, but the "rock-paper-scissor" rule still applies.
Keep in mind that this mech is built around team battles, not for solo matches, even though you can eventually switch some of the parts in order to make it as fast as possible and still play it like an aerial ranged build.
As for the current setup, if you're fighting in a open map against a tank build, you're probably going to nuke them down easily, because even if they have missiles there's good chances that they'll miss if you're fast enough and have a good balance between booster/generator.
Same goes if you're fighting melee players with average generators, because they'll keep falling down mid-air due to running out of energy, and you'll kite them to death if you manage properly your own energy.
If you're fighting against mid-range competent players with a good generator, you're probably dead 😅
I'm glad that there are still exist someone that know and Like "Sentou Yousei Yukikaze"🥲🥲🥲
you're not alone buddy
[Flip Knight Engage]
-aggressive laser and explosion Sound ahead