A great thing about the game is that you can find what works for you. Most of the first playthrough I ran missiles, with my favourite being dual HML-G2 on the arms, and dual BML-G2 10 missile launchers on the shoulders. My friends called it jokingly "Discount Balteus".
Despite the Delivery Boy's flaws, I can't help but love the stupid, stupid things. I've found that they're pretty useful as a tool to punish someone who gets in too close since they'll almost immediately dump bomblets after launch, making them particularly difficult to avoid. If an enemy happens to get stunned, they'll absolutely chunk AP.
That's the R.A.D design philosophy: We probably could have made this thing more effective, but it's more fun this way. My full RAD mech is far from my most useful loadout, but damn is it the most fun.
I love the delivery boy because your opponents forget about it after its first run. It's usually the second or third coming from behind that absolutely wrecks them when they're so focused on you.
A little interesting fact about Trueno is that its firing animation turns you toward the enemy and has low animation lock time. Combined with its fast projectile speed, dumb firing Trueno basically turns it into a Songbird that trades off AoE for optional lock on. Definitely a useful move if you need extra option for quick punish or stagger combo
Trueno feels like a love child from Songbird and Stun Needle. I don't use much stun needle becuz it's so stupidly broken, and Trueno feels strong while being fair to use, especially rewarding when u land the shots. (tho the main reason is it's very light weight)
I really like the 6 pack shoulder missile launcher. It feels like a good reliable source of constant dps and impact. I think it looks pretty nice too, not too bulky like the 10 pack.
Same, it is my go to missile launchers too. It is pretty light and low en load. Has a good fire rate and lock on time. I just pop them off for constant pressure. Good synergy with songbird, songbird make the AI dodge, the missile hit them, or they dodge the missile and catch the songbird.
It's great. My only problem with it is that oftentimes, it's sort of overkill and hard to justify when compared to the 4-pack light launcher. The extra two shots don't really add much that couldn't be made up for with lighter load and more spammability, in most cases (Especially in PvE, where a lot of medium-size trash MTs need exactly 4 missiles to kill, and the smaller MTs which need one missile each tend to appear in clusters of not more than 4).
Delivery Boys can make three runs, but if they deal direct damage to their target, they crash. As such their purpose seems to be Impact Damage not Direct, despite their modifier. And like most missiles it's best to stagger their fire.
The impact is no joke. It also immediately drops a volley when you fire it & I can catch people right after they try to melee or use pulse/assault armor
There's a great webm floating around out there of a player getting killed by the Fires ending final boss, and while's it's doing their victory speech a Delivery Boy circles back and finishes off the boss.
man now I wanna try these and the slow ones on my pile bunker build. wanna see if I can fire them and just go for the charged hit knowing that they will stagger the target >_> (when there's already some build-up, ofc)
The 706PM was my go-to back weapon for most of PvE missions that didn’t involve killing a boss. 6 target locks, one shots MTs, and does well enough against AI piloted ACs.
For the dual missle launchers, use them at point blank range. Then their flanking mechanic works quite well, dodging sideways has nearly no effect against them at close range. Force the enemy to dodge backwards more.
I use the laser drones a lot and they can be quite good. Note that if they run into a wall they will just die so casting them behind a wall is a good way to just lose your cooldown for nothing. Make sure to peak out before firing if you are using the long range scanner strategy recommended in the video.
I just want to say dude, your TH-cam videos for both AC6 and ER made making builds more fun and opened up a lot of play styles for me. Thanks for these, and I hope you can keep going and getting the engagement you need to keep up these videos.
Split missile launchers and coral generators I find work incredibly well with reverse joint legs. The delivery boy I just wish was a little faster and didn’t nose dive
I've found that back split missiles are quite good for pve because pve maps tend to have pretty varying amounts of vertical variation and ceiling cover - they can do huge angle changes at the point where their homing kicks in and the 'diagonally up' angle they fire at helps avoid them bumping into the million things near the ground on singleplayer stages.
the drones are very good charged and do insane direct dmg, the best way to use them is to have two charged at the ready and release them when opponent acs strain is high, once released try to stagger opponent or let the drones do it and it will result in massive dmg. I personally love it with duel harris on a light build.
Also important to mention for missile launchers that fire consecutively instead of in-one-go that committing to actions that lock your movement will cancel you out of shooting the rest of them, which I noticed when running them with grenade launchers.
One of the uses I've found for the split missile launchers is equipping the double launcher to both back slots and firing them at the same time. It's creates a sort of "wall" of missiles that can be very difficult to dodge, and also forces acs to dodge when they're assault boosting towards you
It's important to note that the laser drones do a lot of damage if they can all land their shots, which makes them absolutely devastating if you stagger an opponent shortly after firing them, more so if you have a longer-lasting stagger, such as with the plasma thrower, or with a punching combo, as each drone's going to start chunking the opponent's health.
Based on the description, it seems like the split missile launchers are supposed to be more difficult for the Ai to dodge. The back mounted versions seem to do this much better than the hand held. The 2-way missile launchers dont do this very well because they dont orient themselves towards the enemy until they reach the apex of their flight arc.
I used the PL-16 for the OTHER strider mission and it carried my ass by insta stunning everything with insane lock tracking. Definitely my go to pve back missile.
Vertical missles are actually really useful. Not as too much direct damage but as a force Dodge. Most people don't see them due to their type and having to Dodge constantly or eat beefy stance damage makes it quite hard for them to pay attention to you. Thus it's really useful to combo them with the moonlight blade
The only issue with that is that rather than needing to dodge, they just need to be moving in a direction and most of the time the Vertical Missiles will whiff completely. I have played the heaviest possible tank build and just holding left was enough to avoid 90% of the vertical missiles fired at me. In PvP at least. In PvE they are quite good as most of the enemies you'd be using them on are far less mobile than an AC.
@@Seinglede I feel that can be mitigated by using vertical missiles alongside something else you can't just strafe, like maybe a soup to force them to deal with a weird delay 3 times and a salvo of vertical missiles, alongside whatever hand weapons you're running. Maybe it works out differently in practice, but I feel like it would be hectic to deal with top attack missiles alongside a barrage of laser fire and another type of more direct missile harassing you, for example.
While you're correct, these things also applied to Vertical Plasma Missile as well and they also have AoE Blast Radius on top of it which put a lot of pressure on the enemy on top of vertical flight patterns. The benefit for physical version of Vertical Missile is just for multi lock and clearing low mobility MTs in PvE imo.
The splits mostly seem to be beneficial as a sort of hesitation attack. I like to combine them in with single missiles, meaning if they don't dodge ..everything hits, but if they do a single dodge, the split catches them. It's what they used to be handy for in third gen. Dual missiles also work well with the standard small missile launcher for the same reason, creating what I call the "swarmer" effect, where the wide approach can occasionally confuse people. I like to fire this swarm and go in for a kick, creating a consistent two prong scenario where they either get kicked and splashes, or focus on staggering me, and fail to dodge the missiles.
First time commenting on one of your videos, I wanted to thank you for being a staple of the from software game community. You provide so much easily understandable real information and every time one of these videos comes out I inevitably get to spend an hour optimizing my ACs to be even better. Thanks!
Love this breakdowns a lot of info you can learn from them, still hope to see the booster one because DEAR LORD it is driving me crazy to find the right one for some builds, specially for the "heavy weight" bipedal ones. thanks for your effort
The split hand missile in my exp is best for catching wheelchair builds. The wheel chair can run circles around the projectile/tracking ones as well to a point the needle missiles
PvP tip 4 ya, choose 4 different reload time & 4 different angles (verticle, horizontal both adjecent angles, and a forward launcher). Then shot 1 at a time, you'll find yourself making a beat with your L1, R2, R1, L2 rotation... You'll know you got it once you finish the rotation the first missle you launched is ready once your last salvo is complete... This will not only keep up the pressure but you won't find yourself waiting to be able to fire again.
@@Chrightt Yup, I pull it out against shotguns... Chicken legs give you the distance you need to stay 200+ m away... But yea just random bullshit go! It is kind of oppressive.
Fun fact: the container missile launcher can home even while afflicted by a jamming bomb! Pretty funny in PvP, just use hover legs, a coral generator, and as much AP and you can get to completely shut down missile builds, and give mid and long range builds a taste of thier own medicine!
The regular hand missiles will always have a special place in my heart because they're the weapon that finally let me defeat the chapter 4 boss. Their combination of long range, homing, and not ricocheting helped a ton for that fight.
One thing for the Active Homing missles, I've found them very useful on non-AC boss fights. Especially on bosses who spend all their time in the air, like the chapter 4 boss. Eventually the boss will do some attack or another that makes it stand still and they end up getting caught in the back of the head by the two missles you launched 20 seconds ago for their trouble
The vertical plasma missiles are truly blessed, talk about a weapon that can get results in a variety of builds. Even the standard plasma missiles do wonders when used as anti-air weapons. I was just talking with friends about my issue with the Split missiles, and I think one of the biggest factors is that they split apart way to close to the target. When they split that close and the target is in motion towards the splitting missile, the sub missiles just envelop around the target and collide on the other side. They need a lot of work.
The slow active homing missiles pair really well with the Lance. My Lancer build uses a pair of twin active homing missiles since they create great openings. You can end up catching them at the end of a dodge with the Lance, or end up landing a wombo combo when the missiles land after you stun them 👌
The actives from my experience are good any rushdown type since they're just doing their own thing. Especially if you're blinding either side with flamethrowers
From my testing, split missiles are better when you're way above your target. The normal missiles actually miss A LOT when coming down on your target, but the splits hit way more often. I use split missiles on my quad leg missile boats =p
Charged laser drones can be a good component for a stagger punish combo, the total direct hit damage is very high if the enemy is unable to dodge any of it due to a well timed stagger. The fact that it's generally useful as a pressure tool too is a nice bonus compared to other back weapons you might use to punish staggers.
I really love all the analysis videos you’re doing for ac6, do you plan to eventually cover all of the parts or are you just looking at certain ones that interest you?
Man I love you work and how straightforward you are, thanks for not wasting our time. Also, if you could do a deep dive on multi-lock missile work, how the multi-lock system works best FCS best core etc that would be really really helpful. Thanks again
These guides have led me to realize I've missed a few parts throughout my three playthroughs. Looking forwards to putting them to good use. As usual, fantastic work.
This is a very useful guide as always. Sadly vertical missiles was really good at first Armor Core game but now it's really suck. This missile should get some buff. I saw a lot of Japanese video using JVLN Beta for PVP and they are really good at it. For Laser drone you are a little bit wrong. The best way to use is charge attack. It's true that it's has fewer attack but hit really hard. While non charge attack deal very little damage. The best way to use laser drone is using 2 laser drones and firing charge attack closely one by one. It can be harder to dordge.
It's a lot of pressure on the target. I also have quite a lot of success using only one of them with the Laser Slicer too, timed the charge Drones a few seconds before the stagger and then locking the enemy into the same position with Laser Slicer and force them to eat all the charged shots from Laser Drones. It's super nasty, especially in 1v1 where nobody can interrupt your Slicer lol
the charged version of the funnels takes slightly longer to arrive at its target and the lower number of shots does make it slightly easier to dodge; you can use the two modes interchangeably depending on what you need in the fight, which is really handy
The basic quad missile launchers + single plasma launchers are super good! They stagger super fast and have incredible damage output, combine them with Attack Armor and use a light combination like this one: INNER COMPONENTS: San-Tai Generator - BST-G2 P04 Booster - P12SML Chip EXTERNAL COMPONENTS: VP-44s Head - AC-2000 Tool Arms - Nachtreiher/42E Legs - Nachtreiher/40E Core WEAPONS: x2 Shoulder Plasma Launchers (VVC/703PM) - x2 Missile Launchers (HML/G2 P19 MLT-04) ...and I ASSURE YOU that you'll have a ton of fun both in PvE and in PvPs!! Of all the builds that I've tried this is by far my favorite, most fun and more flexible to use!!
As far as i tested split misiles are good just in three cases 1 for PvE S Ranking cleaning missions due to its low ammunition cost, long range and hight damage output in stationary targets, but can also chase down certain enemies like the wheels for the next reason 2 to fight bosses like Balteus or Hal due to a little peculiarity, they have twice the regular flight time for some reason the main big missile and the little ones have different flight times one starting after the other or at least thats what i felt using them 3 and in PvP divided missiles have a counter intuitive way to be dodged being taking a back boost and just glide to the side the most optimal way to dodge them and u can also use them as a back-up for assault boosts or melee cancels for the same reason
A good tip for people looking at wanting to use missiles effectively while not making them the centerpiece to your build is to mix and match missile types to try and force combos or situations where they can't avoid both volleys. The only ones that are really subpar are the vertical missile launchers and delivery boy due to how easily avoided they end up being.
Some people be like "that's a weird build" yet it shreds because it's consistant. A 4 missile launcher and a siege in your hands is good enough to throw enemies off. Then you throw in the Delivery Boy, Vert Plasma, Container, JVLN, honesly anything else honest unexspected you can control them to move where they're not safe because all the timing is different.
Split missiles are best for hitting agile targets: the mini missiles don’t have inertia so can turn up to 90 degrees immediately on splitting up. This is most useful on targets that like to go vertical as the mini missiles don’t hit the ground.
Master Chrightt will you make a breakdown about shields? I really want to like them but they're kinda hard to use, both for the timing/situations and what kind of loadout can still be effective with 1 less damage source.
Great video, I was waiting for this one! Thank you for the countless hours of testing required to show all this, respect to you 🤟 I fell in love with the vertical plasma launchers through the campaign, and was delighted when they were still very usable in pvp. I hope in the future, the light wave cannon and the kinetic vertical missle launchers are adjusted to be more usable
This is a comment before completing the video but this is the one I was waiting on the most. While I do have a variation of my final build with split missiles, I wanted to see a full comprehension rundown from someone who was able to put the numbers down better than I could on my own. It'll also help me to better understand if I need to tweak at all for personal flavour since that's the biggest factor for me(apart from a visual representation for my own OG mech stuff but that's neither here nor there)
been glued to your content lately dude it's brilliant. do you have plans for a boosters breakdown? I look forward to that. so refreshing to hear someone finally pronounce Aperitif correctly lol. All the US youtubers clearly do not know this word. 😅
Those plasma missile launchers are my favorite. Guess I'm switching to the lighter ones. Didn't know they dealt the same damage. Guess that explains why you get the lightest ones late.
I like using the dual missile with the pincer movement alongside a standard missile launcher that shoots out front. Good coverage and helpful for maintaining ACS strain
Love these videos, definitely factoring them into my builds. I hope you do one on the gatling and machine guns because I have no idea how to run them or what to pair them with.
Something I have found in my years of playing AC is that missiles are often the best weapons to provide range control. The Siege missiles are perhaps the best on this list for this. Because the linger for a moment, it allows you to reposition before they start tracking at the opponent. This allows you to get where you need to be to either intercept their dodge or kite a fair distance away as the didge. They are 1 of the best choices for well rounded builds as well as focused builds
I think it's worth noting that the Truenos are the only "heavy" missile weapon (forcing you to stop moving briefly to fire). The speed and impact is well worth it, but it's something that really caught me off guard when I first used them.
Very interested to see what your thoughts are with stun weapons, due to their unique nature of being able stun your enemy, which is definitely a PVP centered kind of attribute
@@Tigersight0 It specifically blew my mind because I never expected that mechanic to come back, it was absolutely overpowered in third gen, when I needed an even larger rocket for a No Boost/Overweight run.
I gravitated towards the 8-tube vertical launchers early on and swapped the assault rifle for a shotgun to complement the pulse blade. I actually brute forced my way through the Juggernaut very quickly on the first attempt, but I went back to the drawing board after encountering the stealth mechs and Balteus with those vertical missiles being my only long-range offensive option. I'm now running the original four-tube direct missile launcher on my right because it's the cheapest multi-lock capable launcher and the direct flight path makes them fairly consistent at hitting ACs, and I have the dual launcher on my left because it's the cheapest launcher that will kill a MT with one salvo. The combination lets me breeze through trash mobs very quickly and keeps weight and energy free for a bazooka and an assault rifle in the hands of my overall lightweight build. With any luck I'll get through the Balteus fight when I next have a free evening after work.
Splitt missile pattern was my favorite in AC 2 and AC 3 because they were highly effective against fast flying targets like jets and winged MTs and normal missiles often couldn't hit them
I found split missiles good for dealing with the enemy types in the Escort the Weaponized Mining Ship mission. Feels like a good combination of total damage and accuracy that I wasn't getting in other weapons.
The only reason I use the small dual missile launcher is on a couple of my missile builds where im using the standard handheld missiles. The cooldown convergence on the small splits and hand missiles is near perfect, so you can fire them at the same time pretty much infinitely. With the way the splits delay their approach, the regular missiles bait the first dodge while the splits follow up right after.
I bring vertical missile launchers into PvP often (only the 12 launcher). It shares a strength with the 10 straight launcher in that the sequential launch puts on a lot of pressure since there is a long period of time you have to be dodging for. Its second major strength is that in active combat vertical missiles are the most difficult to keep track of for dodging, they're out of sight. These two points add up to opponents mismanaging their EN use and potentially getting punished. Also even once staggered the missiles just keep coming, which surely is a psychological attack.
The javelin beta is my favourite missile in combination with the medium split missile or the light plasma missile launcher. I like to have it on most of my pvp builds and its great for harrassing your target. One could argue the javelin beta is hit or miss, but it definitely hits more than the three initial missile launchers. It's a sneaky little tool thanks to half-hoop trajectory, something enemies don't see coming while distracted by your other missile types.
@@ExeErdna yeah brother, i always do a follow up with either a kick or a pulse blade after they get hit. Then i get an easy stagger on them so i can execute my combo. Hehe
I feel like the point of the dual-missile launchers is to use the delay to catch people after they dodge something else you threw out at the same time, like a songbird shot or other telegraphed attack. I'm ashamed to say I got this idea from the npc Raven straight-up bamboozling me with it in ng+.
The container missiles are actually kinda versatile. If they direct hit, I think they do all or most of the damage in one hit. If they’re dodged, they small missiles come out from the impact point. As you said too, you can shoot them in the air or behind cover as well in order to sneak shots around unique angle or cover. The delivery boy is good vs a lot of grounded targets. I used delivery boy on final boss (ng++) phase 1 and it clears out everyone in just a few launches if you can keep most enemies relatively together. High damage and impact and will likely surprise you with some “lucky” hits.
like the homing missiles, the javelin beta is good for "comboing" - on the approach release the javelins and then get in your opponent's face, kick staggering is really effective here to ensure a full stagger once the javelins explode.
Something interesting to note with the plasma missiles is that there's a chance for them to hit twice, depending on circumstances. The reason they can't all hit at the same time is because, I believe, the game considers each missile to be the 'same' for the purpose of the same not hitting on every active frame. However, if you get hit by one of the missiles, then after that is over you get hit by another from the same salvo, it will hit again for double damage. This is generally not consistent with the small launcher, but the 6 shots variant can sometimes do this against enemies strafing sideways due to the more spread out missiles causing different hit times. Not really something you can consistently 'aim' for, but it's interesting to note that it can happen.
I use the HML-G2 in PvP to great affect. You just gotta make sure to time your volleys to make them the most likely to hit or to force the enemy to drain their energy for a quick boost. They are good for a like missile boat build which is what I usually run and my word it's so much fun.
I main splits for my back missiles, and there's one specific reason: I run a fast AC, built to dodge, laser shotgun, and dodge again. My movement and pressure typically forces my opponent to eventually commit to a direction in an attempt to spiral me, and keep their lock. This moment is when you use the splits; they're so focused on aligning themselves to spiral with you, that by the time they've gotten it locked down, they get pinged with a dozen splitters, almost always bringing them close to a stagger, which the laser shotgun typically delivers for me. They also are useful for feints, but that's a very niche usage of them, and many pvp maps render that kinda useless
The split missiles are a relic of when armored core had AMS or anti missile systems, in the old games that had that mechanic they was useful for getting around that but seeing as AC6 doesn't have anything like that they no longer have a niche anymore or a use.
The detonating missile launcher hit rate benifits from firing both at the same time more than other missiles due to the missiles firing outward to the side meaning if the enemy dodges one way to avoid one missile, then the other missile will have a more decent chance of hiting the enemy. This plus the fairly low cooldown of the missiles means you get quite alot of consistent stagger dpm.
Someone said something to me about missile: "Pressure your target to dodge toward your killzone." I believe the reason most missile remain a subpar option is because we've yet figured the combo piece. While at the same time Aperitif got widely used because its long delayed firing pattern can be combo-ed with other weapon without much difficulty.
All changes to missiles in 1.03.1 covered in this video: th-cam.com/video/7hxU71XyYh4/w-d-xo.html
Nothing feels more mecha than locking on to half a dozen little targets and watching your volley of missiles seek and destroy them all.
😂 Guess that's why there's so many missile options!
That's why I miss hearing the " beep beep beep" of crosshairs lining up as I lock on
or in my case, leave them all at 60% hp or miss entirely
I beat ng++ without knowing about multilock lol
its great fun in the michigan mission to take out the helicopter swarm on wave 3 like that
The biggest thing I like about the plasma missile launchers is the proximity detonation. They detonate near targets instead of having to impact.
Same. You practically never miss with them
The small ones carried me my first play through
Wow, it's amazing how close the Aurora comes to hitting the target every single time, while barely ever succeeding.
Use it up close it's actually not bad (in pve anyway)
A great thing about the game is that you can find what works for you. Most of the first playthrough I ran missiles, with my favourite being dual HML-G2 on the arms, and dual BML-G2 10 missile launchers on the shoulders. My friends called it jokingly "Discount Balteus".
Hood Macross
Despite the Delivery Boy's flaws, I can't help but love the stupid, stupid things. I've found that they're pretty useful as a tool to punish someone who gets in too close since they'll almost immediately dump bomblets after launch, making them particularly difficult to avoid. If an enemy happens to get stunned, they'll absolutely chunk AP.
That's the R.A.D design philosophy: We probably could have made this thing more effective, but it's more fun this way.
My full RAD mech is far from my most useful loadout, but damn is it the most fun.
I love that every part has fans, people who love their flaws and have developed uses for them.
I love the delivery boy because your opponents forget about it after its first run. It's usually the second or third coming from behind that absolutely wrecks them when they're so focused on you.
If delivery was lighter it would actually be used
A little interesting fact about Trueno is that its firing animation turns you toward the enemy and has low animation lock time. Combined with its fast projectile speed, dumb firing Trueno basically turns it into a Songbird that trades off AoE for optional lock on.
Definitely a useful move if you need extra option for quick punish or stagger combo
Yes!!! Firing Tureno without lock works surprisingly well 👍🏾👍🏾
Trueno feels like a love child from Songbird and Stun Needle. I don't use much stun needle becuz it's so stupidly broken, and Trueno feels strong while being fair to use, especially rewarding when u land the shots. (tho the main reason is it's very light weight)
@@YipeekayHarasho definitely not fair when you can land a missile without locking on 😂 but is is super fun
Trueno’s are so nuts. You can just slap them on almost anything lmao.
yeah I fire them unlocked at stunned/large targets all the time, they're basically mini SNAs
I really like the 6 pack shoulder missile launcher. It feels like a good reliable source of constant dps and impact. I think it looks pretty nice too, not too bulky like the 10 pack.
Same, it is my go to missile launchers too. It is pretty light and low en load. Has a good fire rate and lock on time. I just pop them off for constant pressure. Good synergy with songbird, songbird make the AI dodge, the missile hit them, or they dodge the missile and catch the songbird.
6 cell is very reliable. Good tracking, can fit on any build, decent dps.
It's great. My only problem with it is that oftentimes, it's sort of overkill and hard to justify when compared to the 4-pack light launcher. The extra two shots don't really add much that couldn't be made up for with lighter load and more spammability, in most cases (Especially in PvE, where a lot of medium-size trash MTs need exactly 4 missiles to kill, and the smaller MTs which need one missile each tend to appear in clusters of not more than 4).
I like to run both the 6 and the 10. Extremely multipurpose for baiting the dodge and having reliable damage.
@@The1stPistolSniper The MTs, at least the SG ones, don't die to the 4 cell. Unless you're talking about the 4 cell dual missiles
Delivery Boys can make three runs, but if they deal direct damage to their target, they crash. As such their purpose seems to be Impact Damage not Direct, despite their modifier. And like most missiles it's best to stagger their fire.
Interesting, didn't notice that.
The impact is no joke. It also immediately drops a volley when you fire it & I can catch people right after they try to melee or use pulse/assault armor
There's a great webm floating around out there of a player getting killed by the Fires ending final boss, and while's it's doing their victory speech a Delivery Boy circles back and finishes off the boss.
man now I wanna try these and the slow ones on my pile bunker build. wanna see if I can fire them and just go for the charged hit knowing that they will stagger the target >_> (when there's already some build-up, ofc)
The 706PM was my go-to back weapon for most of PvE missions that didn’t involve killing a boss. 6 target locks, one shots MTs, and does well enough against AI piloted ACs.
For the dual missle launchers, use them at point blank range.
Then their flanking mechanic works quite well, dodging sideways has nearly no effect against them at close range. Force the enemy to dodge backwards more.
Going to try that, having missiles like that in close range might be usefuk
That doesn't work - if you're too close, they just fly right over the enemy and never home in.
I use the laser drones a lot and they can be quite good. Note that if they run into a wall they will just die so casting them behind a wall is a good way to just lose your cooldown for nothing. Make sure to peak out before firing if you are using the long range scanner strategy recommended in the video.
I just want to say dude, your TH-cam videos for both AC6 and ER made making builds more fun and opened up a lot of play styles for me. Thanks for these, and I hope you can keep going and getting the engagement you need to keep up these videos.
the aurora deserves a massive buff, it looks so awesome.
for reals 😭
if the clusters didnt try to track into the ground all the time they would be pretty good
Lmao yeah even the preview shows it.
I think the split launchers are meant more for anti-air attacks
@@puddel9079 This. Just hover over your target and shower with missiles (if you dont go for cannons, ofc)
@@darykeng I meant surface to air attacks, not the opposite.
Split missile launchers and coral generators I find work incredibly well with reverse joint legs. The delivery boy I just wish was a little faster and didn’t nose dive
I've found that back split missiles are quite good for pve because pve maps tend to have pretty varying amounts of vertical variation and ceiling cover - they can do huge angle changes at the point where their homing kicks in and the 'diagonally up' angle they fire at helps avoid them bumping into the million things near the ground on singleplayer stages.
the drones are very good charged and do insane direct dmg, the best way to use them is to have two charged at the ready and release them when opponent acs strain is high, once released try to stagger opponent or let the drones do it and it will result in massive dmg. I personally love it with duel harris on a light build.
Also important to mention for missile launchers that fire consecutively instead of in-one-go that committing to actions that lock your movement will cancel you out of shooting the rest of them, which I noticed when running them with grenade launchers.
One of the uses I've found for the split missile launchers is equipping the double launcher to both back slots and firing them at the same time. It's creates a sort of "wall" of missiles that can be very difficult to dodge, and also forces acs to dodge when they're assault boosting towards you
It's important to note that the laser drones do a lot of damage if they can all land their shots, which makes them absolutely devastating if you stagger an opponent shortly after firing them, more so if you have a longer-lasting stagger, such as with the plasma thrower, or with a punching combo, as each drone's going to start chunking the opponent's health.
Based on the description, it seems like the split missile launchers are supposed to be more difficult for the Ai to dodge. The back mounted versions seem to do this much better than the hand held. The 2-way missile launchers dont do this very well because they dont orient themselves towards the enemy until they reach the apex of their flight arc.
Splits are useful for shooting around corners. The grid missions are perfect use cases for them.
I used the PL-16 for the OTHER strider mission and it carried my ass by insta stunning everything with insane lock tracking. Definitely my go to pve back missile.
Theyre also good for fast pace close range combat owo
Two tens on the back and two fours legit carried me through the tough times of the campaign
Being a missile boat was how I beat the bosses (pre-patch 😤😤) LOL
Vertical missles are actually really useful. Not as too much direct damage but as a force Dodge. Most people don't see them due to their type and having to Dodge constantly or eat beefy stance damage makes it quite hard for them to pay attention to you. Thus it's really useful to combo them with the moonlight blade
The only issue with that is that rather than needing to dodge, they just need to be moving in a direction and most of the time the Vertical Missiles will whiff completely. I have played the heaviest possible tank build and just holding left was enough to avoid 90% of the vertical missiles fired at me. In PvP at least. In PvE they are quite good as most of the enemies you'd be using them on are far less mobile than an AC.
@@Seinglede I feel that can be mitigated by using vertical missiles alongside something else you can't just strafe, like maybe a soup to force them to deal with a weird delay 3 times and a salvo of vertical missiles, alongside whatever hand weapons you're running. Maybe it works out differently in practice, but I feel like it would be hectic to deal with top attack missiles alongside a barrage of laser fire and another type of more direct missile harassing you, for example.
While you're correct, these things also applied to Vertical Plasma Missile as well and they also have AoE Blast Radius on top of it which put a lot of pressure on the enemy on top of vertical flight patterns.
The benefit for physical version of Vertical Missile is just for multi lock and clearing low mobility MTs in PvE imo.
@@Ezekiel_Allium theyre also good for flying quads owo
@@TanegiHoneydew vertical plasmas have a lower altitude tho, the vertical missiles have an advantage agaist high altitude targets owo
The splits mostly seem to be beneficial as a sort of hesitation attack. I like to combine them in with single missiles, meaning if they don't dodge ..everything hits, but if they do a single dodge, the split catches them. It's what they used to be handy for in third gen.
Dual missiles also work well with the standard small missile launcher for the same reason, creating what I call the "swarmer" effect, where the wide approach can occasionally confuse people. I like to fire this swarm and go in for a kick, creating a consistent two prong scenario where they either get kicked and splashes, or focus on staggering me, and fail to dodge the missiles.
First time commenting on one of your videos, I wanted to thank you for being a staple of the from software game community. You provide so much easily understandable real information and every time one of these videos comes out I inevitably get to spend an hour optimizing my ACs to be even better. Thanks!
Glad I could help!
Love this breakdowns a lot of info you can learn from them, still hope to see the booster one because DEAR LORD it is driving me crazy to find the right one for some builds, specially for the "heavy weight" bipedal ones.
thanks for your effort
Buerzel if you need to close gaps, kikaku if you're running melee or grid walker if you want to stay in the air forever.
@@EandEsystems and where we consider the NGI-001 on that?
The split hand missile in my exp is best for catching wheelchair builds. The wheel chair can run circles around the projectile/tracking ones as well to a point the needle missiles
PvP tip 4 ya, choose 4 different reload time & 4 different angles (verticle, horizontal both adjecent angles, and a forward launcher).
Then shot 1 at a time, you'll find yourself making a beat with your L1, R2, R1, L2 rotation... You'll know you got it once you finish the rotation the first missle you launched is ready once your last salvo is complete... This will not only keep up the pressure but you won't find yourself waiting to be able to fire again.
Sounds like this: i.kym-cdn.com/photos/images/newsfeed/002/638/553/929.jpg
@@Chrightt
Yup, I pull it out against shotguns... Chicken legs give you the distance you need to stay 200+ m away...
But yea just random bullshit go!
It is kind of oppressive.
This is exactly what I do with my speed build. I keep constant pressure on them and almost never lose!
Got an example build?
Yup stagger shoot the missiles can be a real pain in the ass for enemy acs.
Fun fact: the container missile launcher can home even while afflicted by a jamming bomb! Pretty funny in PvP, just use hover legs, a coral generator, and as much AP and you can get to completely shut down missile builds, and give mid and long range builds a taste of thier own medicine!
The regular hand missiles will always have a special place in my heart because they're the weapon that finally let me defeat the chapter 4 boss. Their combination of long range, homing, and not ricocheting helped a ton for that fight.
bro I watch every one of these vids, it's so cool to have you out here decoding the ambiguous stat lines in ac6
thank you for your high quality work
One thing for the Active Homing missles, I've found them very useful on non-AC boss fights. Especially on bosses who spend all their time in the air, like the chapter 4 boss. Eventually the boss will do some attack or another that makes it stand still and they end up getting caught in the back of the head by the two missles you launched 20 seconds ago for their trouble
The vertical plasma missiles are truly blessed, talk about a weapon that can get results in a variety of builds. Even the standard plasma missiles do wonders when used as anti-air weapons. I was just talking with friends about my issue with the Split missiles, and I think one of the biggest factors is that they split apart way to close to the target. When they split that close and the target is in motion towards the splitting missile, the sub missiles just envelop around the target and collide on the other side. They need a lot of work.
I love your videos, I'm looking forward to any and all future ones you choose to make!
:D Thanks! Definitely more analytical content and optimized builds!
The active homing missiles were my silver bullet against Mechlania pre-nerf. So much stagger damage that opens you up for a follow-up combo
Yooo new Chrightt video. Today is a good day!
The slow active homing missiles pair really well with the Lance.
My Lancer build uses a pair of twin active homing missiles since they create great openings.
You can end up catching them at the end of a dodge with the Lance, or end up landing a wombo combo when the missiles land after you stun them 👌
The actives from my experience are good any rushdown type since they're just doing their own thing. Especially if you're blinding either side with flamethrowers
From my testing, split missiles are better when you're way above your target.
The normal missiles actually miss A LOT when coming down on your target, but the splits hit way more often.
I use split missiles on my quad leg missile boats =p
Charged laser drones can be a good component for a stagger punish combo, the total direct hit damage is very high if the enemy is unable to dodge any of it due to a well timed stagger. The fact that it's generally useful as a pressure tool too is a nice bonus compared to other back weapons you might use to punish staggers.
Yeah, for sure. If you can combo well and get stagger off before charged laser drone, it is nutty.
Thank you for all your analysis, it's the best I've seen so far because you also incorporate other items that correlate to that item.
Looking foward to the thruster video, these analysis videos are really informative.
I think the split missiles need buffs, but their true niche lay in aerial builds. This avoids the detriment of missiles hitting the ground.
I really love all the analysis videos you’re doing for ac6, do you plan to eventually cover all of the parts or are you just looking at certain ones that interest you?
Planning to cover all the parts!
Man I love you work and how straightforward you are, thanks for not wasting our time. Also, if you could do a deep dive on multi-lock missile work, how the multi-lock system works best FCS best core etc that would be really really helpful. Thanks again
These videos have elevated my game so much. Can't wait for more mech parts: cores and arms specifically. Thanks for your work
These guides have led me to realize I've missed a few parts throughout my three playthroughs. Looking forwards to putting them to good use. As usual, fantastic work.
Thank you for taking the time to make these videos!
This is a very useful guide as always. Sadly vertical missiles was really good at first Armor Core game but now it's really suck. This missile should get some buff. I saw a lot of Japanese video using JVLN Beta for PVP and they are really good at it. For Laser drone you are a little bit wrong. The best way to use is charge attack. It's true that it's has fewer attack but hit really hard. While non charge attack deal very little damage. The best way to use laser drone is using 2 laser drones and firing charge attack closely one by one. It can be harder to dordge.
It's a lot of pressure on the target.
I also have quite a lot of success using only one of them with the Laser Slicer too, timed the charge Drones a few seconds before the stagger and then locking the enemy into the same position with Laser Slicer and force them to eat all the charged shots from Laser Drones.
It's super nasty, especially in 1v1 where nobody can interrupt your Slicer lol
the charged version of the funnels takes slightly longer to arrive at its target and the lower number of shots does make it slightly easier to dodge; you can use the two modes interchangeably depending on what you need in the fight, which is really handy
dual missile launchers always been my go-to choice, they miss less for me than other launchers for whatever reason on top of being light xD
Appreciate the straightforward explanation to things and it's extremely helpful.
The basic quad missile launchers + single plasma launchers are super good!
They stagger super fast and have incredible damage output, combine them with Attack Armor and use a light combination like this one:
INNER COMPONENTS: San-Tai Generator - BST-G2 P04 Booster - P12SML Chip
EXTERNAL COMPONENTS: VP-44s Head - AC-2000 Tool Arms - Nachtreiher/42E Legs - Nachtreiher/40E Core
WEAPONS: x2 Shoulder Plasma Launchers (VVC/703PM) - x2 Missile Launchers (HML/G2 P19 MLT-04)
...and I ASSURE YOU that you'll have a ton of fun both in PvE and in PvPs!! Of all the builds that I've tried this is by far my favorite, most fun and more flexible to use!!
The basic vertical missiles are useful for a certain boss fight on a wall, especially when your AC is not the fastest
Like the juggernaut
Amazing series of vids of this style. Super informative and entertaining.
The proper intended use for split missiles is to use them when you are sad that AC 6 doesn't have any proper Macross missiles.
Love the in depth videos. Keep ‘em coming.
This is the best AC6 channel
As far as i tested split misiles are good just in three cases
1 for PvE S Ranking cleaning missions due to its low ammunition cost, long range and hight damage output in stationary targets, but can also chase down certain enemies like the wheels for the next reason
2 to fight bosses like Balteus or Hal due to a little peculiarity, they have twice the regular flight time for some reason the main big missile and the little ones have different flight times one starting after the other or at least thats what i felt using them
3 and in PvP divided missiles have a counter intuitive way to be dodged being taking a back boost and just glide to the side the most optimal way to dodge them and u can also use them as a back-up for assault boosts or melee cancels for the same reason
A good tip for people looking at wanting to use missiles effectively while not making them the centerpiece to your build is to mix and match missile types to try and force combos or situations where they can't avoid both volleys. The only ones that are really subpar are the vertical missile launchers and delivery boy due to how easily avoided they end up being.
Some people be like "that's a weird build" yet it shreds because it's consistant. A 4 missile launcher and a siege in your hands is good enough to throw enemies off. Then you throw in the Delivery Boy, Vert Plasma, Container, JVLN, honesly anything else honest unexspected you can control them to move where they're not safe because all the timing is different.
Split missiles are best for hitting agile targets: the mini missiles don’t have inertia so can turn up to 90 degrees immediately on splitting up.
This is most useful on targets that like to go vertical as the mini missiles don’t hit the ground.
Master Chrightt will you make a breakdown about shields? I really want to like them but they're kinda hard to use, both for the timing/situations and what kind of loadout can still be effective with 1 less damage source.
I will be soon 👍👍
Great video, I was waiting for this one! Thank you for the countless hours of testing required to show all this, respect to you 🤟
I fell in love with the vertical plasma launchers through the campaign, and was delighted when they were still very usable in pvp. I hope in the future, the light wave cannon and the kinetic vertical missle launchers are adjusted to be more usable
This is a comment before completing the video but this is the one I was waiting on the most. While I do have a variation of my final build with split missiles, I wanted to see a full comprehension rundown from someone who was able to put the numbers down better than I could on my own. It'll also help me to better understand if I need to tweak at all for personal flavour since that's the biggest factor for me(apart from a visual representation for my own OG mech stuff but that's neither here nor there)
I love your guides! Thank you so much for the work that goes into them. They really help with my joy for this game.
I actually found the use for split missile: They look cool
I like the Aurora because...
...it just looks cool. 😅
been glued to your content lately dude it's brilliant. do you have plans for a boosters breakdown? I look forward to that.
so refreshing to hear someone finally pronounce Aperitif correctly lol. All the US youtubers clearly do not know this word. 😅
Those plasma missile launchers are my favorite. Guess I'm switching to the lighter ones. Didn't know they dealt the same damage. Guess that explains why you get the lightest ones late.
I like using the dual missile with the pincer movement alongside a standard missile launcher that shoots out front. Good coverage and helpful for maintaining ACS strain
Your ac6 analysis videos are excellent. Thank you!
Love these videos, definitely factoring them into my builds. I hope you do one on the gatling and machine guns because I have no idea how to run them or what to pair them with.
Something I have found in my years of playing AC is that missiles are often the best weapons to provide range control. The Siege missiles are perhaps the best on this list for this. Because the linger for a moment, it allows you to reposition before they start tracking at the opponent. This allows you to get where you need to be to either intercept their dodge or kite a fair distance away as the didge. They are 1 of the best choices for well rounded builds as well as focused builds
I think it's worth noting that the Truenos are the only "heavy" missile weapon (forcing you to stop moving briefly to fire). The speed and impact is well worth it, but it's something that really caught me off guard when I first used them.
Macross Missiles Massacre, or should I say... Melander Missiles Massacre
Total AC noob here, thanks for explaining how they actually work I didn't even know that the lock on can happen out of the aim rectangle!
Very interested to see what your thoughts are with stun weapons, due to their unique nature of being able stun your enemy, which is definitely a PVP centered kind of attribute
The container launcher does have an initial impact, but it's kinda janky. I've used it a decent bit, and it seems to need to land above the waist
Seconding this. Got an accidental stagger when a misclick had me fire one of these into a guy's face at pile bunker range.
@@Tigersight0 It specifically blew my mind because I never expected that mechanic to come back, it was absolutely overpowered in third gen, when I needed an even larger rocket for a No Boost/Overweight run.
I ❤ the 6 shot regular missiles 😅 the reload time just works perfectly with my other weapons
I gravitated towards the 8-tube vertical launchers early on and swapped the assault rifle for a shotgun to complement the pulse blade. I actually brute forced my way through the Juggernaut very quickly on the first attempt, but I went back to the drawing board after encountering the stealth mechs and Balteus with those vertical missiles being my only long-range offensive option. I'm now running the original four-tube direct missile launcher on my right because it's the cheapest multi-lock capable launcher and the direct flight path makes them fairly consistent at hitting ACs, and I have the dual launcher on my left because it's the cheapest launcher that will kill a MT with one salvo. The combination lets me breeze through trash mobs very quickly and keeps weight and energy free for a bazooka and an assault rifle in the hands of my overall lightweight build. With any luck I'll get through the Balteus fight when I next have a free evening after work.
Thanks for making this and posting it.
Appreciate it.
Splitt missile pattern was my favorite in AC 2 and AC 3 because they were highly effective against fast flying targets like jets and winged MTs and normal missiles often couldn't hit them
I found split missiles good for dealing with the enemy types in the Escort the Weaponized Mining Ship mission. Feels like a good combination of total damage and accuracy that I wasn't getting in other weapons.
The only reason I use the small dual missile launcher is on a couple of my missile builds where im using the standard handheld missiles.
The cooldown convergence on the small splits and hand missiles is near perfect, so you can fire them at the same time pretty much infinitely. With the way the splits delay their approach, the regular missiles bait the first dodge while the splits follow up right after.
I bring vertical missile launchers into PvP often (only the 12 launcher). It shares a strength with the 10 straight launcher in that the sequential launch puts on a lot of pressure since there is a long period of time you have to be dodging for. Its second major strength is that in active combat vertical missiles are the most difficult to keep track of for dodging, they're out of sight. These two points add up to opponents mismanaging their EN use and potentially getting punished. Also even once staggered the missiles just keep coming, which surely is a psychological attack.
The container is the only real sniper weapon. I love it because you can effectively shoot people from really far away.
The javelin beta is my favourite missile in combination with the medium split missile or the light plasma missile launcher. I like to have it on most of my pvp builds and its great for harrassing your target. One could argue the javelin beta is hit or miss, but it definitely hits more than the three initial missile launchers. It's a sneaky little tool thanks to half-hoop trajectory, something enemies don't see coming while distracted by your other missile types.
too often they'll stand right in it's trail not realizing it's gonna hurt them badly. It kinda sucks inside, yet outside it will catch people.
@@ExeErdna yeah brother, i always do a follow up with either a kick or a pulse blade after they get hit. Then i get an easy stagger on them so i can execute my combo. Hehe
I've seen people get clonked in the back of the head by the Javelin Beta, nobody ever expects it to _come back_ after it passes by the first time
I feel like the point of the dual-missile launchers is to use the delay to catch people after they dodge something else you threw out at the same time, like a songbird shot or other telegraphed attack. I'm ashamed to say I got this idea from the npc Raven straight-up bamboozling me with it in ng+.
What I learned today in Chrighttts class is: USE THE PLASMA MISSILE LAUNCHER
The container missiles are actually kinda versatile. If they direct hit, I think they do all or most of the damage in one hit. If they’re dodged, they small missiles come out from the impact point. As you said too, you can shoot them in the air or behind cover as well in order to sneak shots around unique angle or cover.
The delivery boy is good vs a lot of grounded targets. I used delivery boy on final boss (ng++) phase 1 and it clears out everyone in just a few launches if you can keep most enemies relatively together. High damage and impact and will likely surprise you with some “lucky” hits.
like the homing missiles, the javelin beta is good for "comboing" - on the approach release the javelins and then get in your opponent's face, kick staggering is really effective here to ensure a full stagger once the javelins explode.
Something interesting to note with the plasma missiles is that there's a chance for them to hit twice, depending on circumstances. The reason they can't all hit at the same time is because, I believe, the game considers each missile to be the 'same' for the purpose of the same not hitting on every active frame. However, if you get hit by one of the missiles, then after that is over you get hit by another from the same salvo, it will hit again for double damage.
This is generally not consistent with the small launcher, but the 6 shots variant can sometimes do this against enemies strafing sideways due to the more spread out missiles causing different hit times. Not really something you can consistently 'aim' for, but it's interesting to note that it can happen.
Missiles
More Missiles
ALL THE MISSILES
Do I spot a Megas XLR fan?
@@stivraptor Maybe you do.
the coral missiles are hands down my favorite. you have a slow moving mini nuke that tracks for a super long time that shoots out mini homing lasers
I use the HML-G2 in PvP to great affect. You just gotta make sure to time your volleys to make them the most likely to hit or to force the enemy to drain their energy for a quick boost. They are good for a like missile boat build which is what I usually run and my word it's so much fun.
I main splits for my back missiles, and there's one specific reason:
I run a fast AC, built to dodge, laser shotgun, and dodge again. My movement and pressure typically forces my opponent to eventually commit to a direction in an attempt to spiral me, and keep their lock. This moment is when you use the splits; they're so focused on aligning themselves to spiral with you, that by the time they've gotten it locked down, they get pinged with a dozen splitters, almost always bringing them close to a stagger, which the laser shotgun typically delivers for me. They also are useful for feints, but that's a very niche usage of them, and many pvp maps render that kinda useless
When Crightt opens up with a joke instead of an actual description of how the weapon performs you know it's in a bad state.
The split missiles are a relic of when armored core had AMS or anti missile systems, in the old games that had that mechanic they was useful for getting around that but seeing as AC6 doesn't have anything like that they no longer have a niche anymore or a use.
JVLN-Beta is great for that combo with the active homing launchers you mentioned
The detonating missile launcher hit rate benifits from firing both at the same time more than other missiles due to the missiles firing outward to the side meaning if the enemy dodges one way to avoid one missile, then the other missile will have a more decent chance of hiting the enemy. This plus the fairly low cooldown of the missiles means you get quite alot of consistent stagger dpm.
bruh the Aurora got ROASTED
I think they're legitimately bugged. They're also undertuned, but they are obviously bugged.
Someone said something to me about missile:
"Pressure your target to dodge toward your killzone."
I believe the reason most missile remain a subpar option is because we've yet figured the combo piece. While at the same time Aperitif got widely used because its long delayed firing pattern can be combo-ed with other weapon without much difficulty.