Today's the big day! I hope everyone enjoys the launch of Armored Core 6! See you on Rubicon, Ravens. Join the discord for future giveaways, community events, and Armored Core 6 discussions! discord.gg/6hCcKwk79q
I realized switching the jump and assault boost buttons, with type a base setup and on the ps4/ps5 controller, allows for way smoother movement control while jumping.
I noticed in testing that having a large difference in arm load weight vs avaliable arm load weight is way more importabt for hitting a target while you move. Firearm specialization was negliable in my testing. I circled a stationary target at about 250m firing a pistol. 3 of 7 landed with superb specialization while almost all hit with a large difference in load vs available load. So pay attention to the contextual description. Numbers aren't everything. Another example is missile multi lock. Your FCS matters a lot but the stat doesnt move
That would explain why the grenade launcher sometimes fires in a totally different direction even though I'm at medium range and the target is locked on and stationary. Thanks for the info and testing!
Interesting note !! Seems to be a representation of Accuracy vs precision . Maybe FS attributes more to accurate shots , while load limit effects the precision of said shots . Thank you for your testing
This is a fantastic video. I've already shared it with some friends, all of whom have never played an Armored Core in the past. Though I do my builds differently. I usually start from the top and work my way down. I base my loadout on the minimum weapons I think I'd need for a mission, then choose the optimal frame to work with those weapons, the best generator to support my build and vision, and then the lightest legs that are able to bear all of that weight.
Thanks for sharing! Your method sounds very sound and maybe simpler than mine haha. But maybe this just goes to show the differences in thought process! Do you sometimes find you have to use a leg type you weren't expecting because your frame load was too much? For example if you were planning a lightweight reverse joint, but you ended up needing to run medium bipedal to compensate?
@@GooberTroy I'll usually try to still stick with whichever leg type I had in mind, but I'm not opposed to ditching reverse-joint for humanoid, or tetrapod for tread or something if a mission calls for more firepower than mobility. Past Armored Cores at least have been pretty good about balancing it so even the hardest missions don't ask you to build for literally everything. It's usually safe to beat a mission the first time with a balanced build, but tweak between mobility, armor, and ammunition on subsequent attempts for an S-rank.
Hmm I dunno. Player since Project Phantasma here. Always made my ACs weapon first, before selecting the parts. Not to say one's wrong/better than the other. Selecting what I want to use then adjusting my AC to my needs is my thought process, rather than creating a base and deciding what weapons it could accomodate. Great guide though. :)
I do think the weapons are the slot that's probably most flexed. I tried to emphasize if there's a particular weapon you want to use or need to use for a mission, it would move up to priority 2. I still think legs are maybe a little more important for determining for movement 😀
I do like the Approach given here. And it’s a good idea. You grab the legs you like and build up from there. Never exceeding the limitations of the part. And I’ll counter with. I build based on the load out. I pick the weapons then tailor the build to the energy and weight requirements. Adding the fine adjustments after. Both ways work very good. Especially from the video. Knowing the movement you started with is the movement you’ll get when you’re done.
Loving all the AC6 vids I am getting from the reco feed. I hope one addition that FS gives later on in either an update for AC6 or for AC7 is the option or a set of weapons or parts that focus on electronic warfare to hack an enemy mech to disable them non lethally. Also opens up the option to harvest parts or weapons from enemy mechs so we can use them on our own mech or sell them for funds. Would be extra awesome if this was doable for boss fights too maybe just make it more tricky to perfectly pull off but still doable and lets us get special parts or weapons from harvesting from boss units! Up to FS if they decide to make that available from the start of new game or just give that option after NG+++++. Something that might let us go for what can amount to a pacifist run specially when we consider how FS played with the story for this game. Having to fight characters that we grow to like can suck so bad. Having the option to disable their mechs without blowing them up or having the capacity to pull off Kira Yamato style non lethal mech destruction BS moves would be a nice thing specially if they design it where it'd be extra tricky to do somehow. Dismembering a parts off the enemy mechs would be cool too. Pulling out the enemy FCS unit out of their mech or whatever lets them pull off the moves they abuse during their respective boss fights and letting players use a copied version of the Boss unit's moves would be nice too. Albeit adjusted for balance purposes of course. Also I hope Bamco lets FS make their next Gundam game or maybe the next Another Century's episode or maybe a FS tactics edition ripping off or straight up improving the style used in the Valkyria Chronicles 1 and 3. SEGA shat the bed so bad with that game series that it made me wish that style gets ripped off wholesale for the next Super Robot Taisen or whatever action game gets a tactical rpg spin off. OK I think I like this idea gonna go copy paste this to other videos and make a compressed version of this to FS/ Miyazaki's twitter or something hahahhah would be awesome if folks who like this idea would spread it around. Who knows FS might just do it!
my favorite R hand gun so far is the Double Barrel Laser Rifle. Decent ammo, one shots weaker MT enemies and lightly armored targets, can fire again and again every second if I dont full charge it. its a bit heavy and uses a lot of energy but its been excellent for my medium weight Ranged and Melee weaving setup.
I actually start with the Loader 4 (or its spoiler older brother) design and then add or change what I need branching from that. Makes things a lot more concise.
Honestly sometimes one of the better strategies is to quick boost towards missiles to avoid them! But that's only if they are coming from a slight angle
Loving your coverage of AC6 I would like to know if you can do a showcase video on all the parts (what they look like on the AC) as well as the weapons (with the video if possible) only if possible for you. I won't have the game for a while, so I am living vicariously through you and TH-cam.
Unfortunately I did not have plans of making a video for every single part. I may make some videos talking about builds and showcase how they look though! But I don't think that's what you're looking for specifically
Thankyou for promoting Armored Core 6. I want the best for you and your channel, however, I hate it when people say there is no wrong way. It's a "soundbite" similar to saying "I'm doing well" when someone says "Hello" because you expected them to say "How are you?" Wake up, dog.
I do think there's a lot of flexibility in the customization process, though. You could start with your weapons if you really wanted. That would influence a lot of your build. Or you can prioritize the frame and select weapons that compliment the frame. Those are just examples and I don't think either route is wrong. You can come to the same build conclusions with different starting points
I think "no wrong way to create your mech" is in reference to the order you assemble it, not that there's no bad combination of parts. It's so that people don't feel like they *must* follow this specific build order. That is to say, this video exists to help ground the garage for new players so they aren't struck with choice-paralysis.
I have to say that while it makes sense with the legs i have a reverse way of building a mech. I either start with deciding what weapons i want to use or what range i want to fight. These 2 parameters (with what) and (how) determine how i start. If we Talk about with what i start there because i might need a certain dmg Type. E.g. you can use the Pulse weapons to counter balteus shield. So the next question is what playstyle do the weapons excel. So i decide the legs, boosters and energy. If i am starting with the how i reverse the previous way. How i want to fight determines legs first. Then we go about weapons. So basically i always use either legs or weapons to start and balance the rest about it.
I find that the generator is the last thing I equip; the legs determine the playstyle, so they go first. I figure out what I can get away with putting on the legs, and then I put the battery that meets the EN threshold required while giving me the stat spread I'm looking for.
I can understand the thinking. For me, it's usually more along the lines of "I want my mech to quick boost frequently" which would usually mean I want the generator with the fastest recovery. However, if I have every part I want, but I'm overweight or EN threshold, the generator is the first part I usually revise. So basically make the rough draft of what parts I think I'd want, then revise and slim down if necessary
Also, recoil reduction is a stat on arms, but it's also dependent on your legs. You'll notice that certain weapons force bipedal/reverse legs to stop in place when firing, whereas tetrapods will only slow down while firing that high recoil shot, and tank "legs" will negate that stop entirely. The recoil reduction on the arms will reduce that period of "stop" for bipedals, reverse joints, and tetrapod legs. It doesn't matter at all for tanks, because they absorb 100% of recoil.
I'm not sure. I haven't had to press that button combination. I mostly rebound my keys though. If I had to guess, I believe that button combination triggers your core expansion. This is things like your pulse armor and assault armor.
I think that it's *supposed* to be attitude, since it relates to the basic definition of stagger. The attitude of an AC is it's total willing threshold before parts begin to stagger, it kind of makes sense. Altitude doesn't make sense in this context.
Today's the big day! I hope everyone enjoys the launch of Armored Core 6! See you on Rubicon, Ravens.
Join the discord for future giveaways, community events, and Armored Core 6 discussions! discord.gg/6hCcKwk79q
Plz don’t have white glint in the thumbnail and tease us if u ain’t got it in the hanger lol
I like that white glint thumbnail
I realized switching the jump and assault boost buttons, with type a base setup and on the ps4/ps5 controller, allows for way smoother movement control while jumping.
I noticed in testing that having a large difference in arm load weight vs avaliable arm load weight is way more importabt for hitting a target while you move. Firearm specialization was negliable in my testing. I circled a stationary target at about 250m firing a pistol. 3 of 7 landed with superb specialization while almost all hit with a large difference in load vs available load. So pay attention to the contextual description. Numbers aren't everything. Another example is missile multi lock. Your FCS matters a lot but the stat doesnt move
That would explain why the grenade launcher sometimes fires in a totally different direction even though I'm at medium range and the target is locked on and stationary. Thanks for the info and testing!
Interesting note !! Seems to be a representation of Accuracy vs precision . Maybe FS attributes more to accurate shots , while load limit effects the precision of said shots . Thank you for your testing
This is a fantastic video. I've already shared it with some friends, all of whom have never played an Armored Core in the past.
Though I do my builds differently. I usually start from the top and work my way down. I base my loadout on the minimum weapons I think I'd need for a mission, then choose the optimal frame to work with those weapons, the best generator to support my build and vision, and then the lightest legs that are able to bear all of that weight.
Thanks for sharing! Your method sounds very sound and maybe simpler than mine haha. But maybe this just goes to show the differences in thought process! Do you sometimes find you have to use a leg type you weren't expecting because your frame load was too much? For example if you were planning a lightweight reverse joint, but you ended up needing to run medium bipedal to compensate?
@@GooberTroy I'll usually try to still stick with whichever leg type I had in mind, but I'm not opposed to ditching reverse-joint for humanoid, or tetrapod for tread or something if a mission calls for more firepower than mobility.
Past Armored Cores at least have been pretty good about balancing it so even the hardest missions don't ask you to build for literally everything. It's usually safe to beat a mission the first time with a balanced build, but tweak between mobility, armor, and ammunition on subsequent attempts for an S-rank.
Hmm I dunno. Player since Project Phantasma here. Always made my ACs weapon first, before selecting the parts. Not to say one's wrong/better than the other. Selecting what I want to use then adjusting my AC to my needs is my thought process, rather than creating a base and deciding what weapons it could accomodate.
Great guide though. :)
I do think the weapons are the slot that's probably most flexed. I tried to emphasize if there's a particular weapon you want to use or need to use for a mission, it would move up to priority 2. I still think legs are maybe a little more important for determining for movement 😀
Altitude is how high you are. Attitude is your stagger bar
maaan im so glad this series is getting a plentiful revival
I do like the Approach given here. And it’s a good idea. You grab the legs you like and build up from there. Never exceeding the limitations of the part.
And I’ll counter with. I build based on the load out.
I pick the weapons then tailor the build to the energy and weight requirements. Adding the fine adjustments after. Both ways work very good. Especially from the video. Knowing the movement you started with is the movement you’ll get when you’re done.
Loving all the AC6 vids I am getting from the reco feed. I hope one addition that FS gives later on in either an update for AC6 or for AC7 is the option or a set of weapons or parts that focus on electronic warfare to hack an enemy mech to disable them non lethally. Also opens up the option to harvest parts or weapons from enemy mechs so we can use them on our own mech or sell them for funds.
Would be extra awesome if this was doable for boss fights too maybe just make it more tricky to perfectly pull off but still doable and lets us get special parts or weapons from harvesting from boss units! Up to FS if they decide to make that available from the start of new game or just give that option after NG+++++.
Something that might let us go for what can amount to a pacifist run specially when we consider how FS played with the story for this game. Having to fight characters that we grow to like can suck so bad. Having the option to disable their mechs without blowing them up or having the capacity to pull off Kira Yamato style non lethal mech destruction BS moves would be a nice thing specially if they design it where it'd be extra tricky to do somehow. Dismembering a parts off the enemy mechs would be cool too.
Pulling out the enemy FCS unit out of their mech or whatever lets them pull off the moves they abuse during their respective boss fights and letting players use a copied version of the Boss unit's moves would be nice too. Albeit adjusted for balance purposes of course.
Also I hope Bamco lets FS make their next Gundam game or maybe the next Another Century's episode or maybe a FS tactics edition ripping off or straight up improving the style used in the Valkyria Chronicles 1 and 3. SEGA shat the bed so bad with that game series that it made me wish that style gets ripped off wholesale for the next Super Robot Taisen or whatever action game gets a tactical rpg spin off.
OK I think I like this idea gonna go copy paste this to other videos and make a compressed version of this to FS/ Miyazaki's twitter or something hahahhah would be awesome if folks who like this idea would spread it around. Who knows FS might just do it!
my favorite R hand gun so far is the Double Barrel Laser Rifle. Decent ammo, one shots weaker MT enemies and lightly armored targets, can fire again and again every second if I dont full charge it. its a bit heavy and uses a lot of energy but its been excellent for my medium weight Ranged and Melee weaving setup.
That’s interesting, I do the complete opposite.
I build my AC around the weapons I use. Worked for the A10 Warthog. Has worked for me since 1997
All hail Brrrrrrt
I actually start with the Loader 4 (or its spoiler older brother) design and then add or change what I need branching from that. Makes things a lot more concise.
hardest part for me rn is not to quick boost into explosion 😂😂 forgetting i dont have s
Honestly sometimes one of the better strategies is to quick boost towards missiles to avoid them! But that's only if they are coming from a slight angle
Thank you for making this insightful guide for newcomers!
Loving your coverage of AC6
I would like to know if you can do a showcase video on all the parts (what they look like on the AC) as well as the weapons (with the video if possible) only if possible for you. I won't have the game for a while, so I am living vicariously through you and TH-cam.
Unfortunately I did not have plans of making a video for every single part. I may make some videos talking about builds and showcase how they look though! But I don't think that's what you're looking for specifically
@@GooberTroy I meant from the assembly menu, but that’s alright
Can’t wait for your other content
fun fact weapons are the most important part of the game. Get the shotguns game over every boss dies
Thankyou for promoting Armored Core 6. I want the best for you and your channel, however, I hate it when people say there is no wrong way. It's a "soundbite" similar to saying "I'm doing well" when someone says "Hello" because you expected them to say "How are you?"
Wake up, dog.
I do think there's a lot of flexibility in the customization process, though. You could start with your weapons if you really wanted. That would influence a lot of your build. Or you can prioritize the frame and select weapons that compliment the frame. Those are just examples and I don't think either route is wrong. You can come to the same build conclusions with different starting points
I think "no wrong way to create your mech" is in reference to the order you assemble it, not that there's no bad combination of parts. It's so that people don't feel like they *must* follow this specific build order.
That is to say, this video exists to help ground the garage for new players so they aren't struck with choice-paralysis.
I have to say that while it makes sense with the legs i have a reverse way of building a mech.
I either start with deciding what weapons i want to use or what range i want to fight. These 2 parameters (with what) and (how) determine how i start.
If we Talk about with what i start there because i might need a certain dmg Type. E.g. you can use the Pulse weapons to counter balteus shield.
So the next question is what playstyle do the weapons excel. So i decide the legs, boosters and energy.
If i am starting with the how i reverse the previous way. How i want to fight determines legs first. Then we go about weapons.
So basically i always use either legs or weapons to start and balance the rest about it.
I find that the generator is the last thing I equip; the legs determine the playstyle, so they go first. I figure out what I can get away with putting on the legs, and then I put the battery that meets the EN threshold required while giving me the stat spread I'm looking for.
I can understand the thinking. For me, it's usually more along the lines of "I want my mech to quick boost frequently" which would usually mean I want the generator with the fastest recovery. However, if I have every part I want, but I'm overweight or EN threshold, the generator is the first part I usually revise. So basically make the rough draft of what parts I think I'd want, then revise and slim down if necessary
Also, recoil reduction is a stat on arms, but it's also dependent on your legs. You'll notice that certain weapons force bipedal/reverse legs to stop in place when firing, whereas tetrapods will only slow down while firing that high recoil shot, and tank "legs" will negate that stop entirely.
The recoil reduction on the arms will reduce that period of "stop" for bipedals, reverse joints, and tetrapod legs. It doesn't matter at all for tanks, because they absorb 100% of recoil.
its significant less recoil for quad legs. but doesnt remove it completely, doesnt stop the mech tho, only with tank completely gone.
Thanks bro
good video but plz consider to reduce the volume of background music next time
Sorry about that. The audio seemed like it was balanced when I was checking using headphones.
np keep goin@@GooberTroy
Moar dakka!
any1 knows what "shift control" does? its on the "special controls"
and its also on "core expansion controll": "type A assault boost+shift"
I'm not sure. I haven't had to press that button combination. I mostly rebound my keys though. If I had to guess, I believe that button combination triggers your core expansion. This is things like your pulse armor and assault armor.
@GooberTroy its weird, its like they are not working, coz type B of it: assault boost+aim assist and its not doing hard lock lol
Blue fire faster boosters than the orange fire ?
No, the color of the booster changes with the type of generator you use. There is blue, orange, and red (coral).
Did they mess up and make it “attitude”. When it should have been aLtitude???? That is so weird to me. Lol
They've got a lot of sass
I think that it's *supposed* to be attitude, since it relates to the basic definition of stagger. The attitude of an AC is it's total willing threshold before parts begin to stagger, it kind of makes sense. Altitude doesn't make sense in this context.
You forgot hover legs ^^
The devs said they weren't going to be included, but.... 👀 supposedly a secret part!
@@GooberTroy There is a hover tank leg in the game
I’m not positive but pretty sure you called it Altitude stability. It’s Attitude. I think it’s an idiotic name in general but just pointing it out.
The control is just so anti human 😂