Guys I need to make an addendum to the chart with the comparison graphs pre and post patch. I accidentally squished the graph of the pre-patch a little too much when trying to align them in photoshop. Here is the fixed graph: i.imgur.com/4JFvKiF.png Boosters now have a little less speed drop-off from 75k to 80k weight, so ACs that were anywhere between 80k and 100k weight should see modest speed boosts from their pre-patch iterations. Naturally, lightweight ACs will see speed gains upwards of 30kph as the lower breakpoint has been smoothed out.
Hoping they bump up the top speed at the 40000 mark up a bit while keeping the slope linear down up to 75k. This will in turn hopefully give ultra light builds some love.
I made White Glint and had been working on the build for days now and the patch made me feel slightly snappier. Today I decided to check on the boosters and the FCS. The booster that improved the build was the IA-C01B: Gills and the FCS I switched to is FCS-G2 P05 for the more balanced stats since short range is almost half, mid range is max and long range isn’t the worst (but is like 30% of the chart) and the missile and multi lock are both around 50% so it’s the most balanced for the type of combat White Glint seems to go for. Hovering by using thrust to stay in the air with max QB. RH MA-J-201 Ransetsu-AR LH the Scudder and both shoulders use the already unlocked BML-G1/P20MLT-04 missile launchers off the bat.
There are also a slight change to tread boost speed too. Before the patch, tank tread would easily get 300~ boost speed in practice despite their stats state otherwise or how much weight they have.. Now they only go up to 290 at best.
I knew something was off with one of my heavy biped builds it felt waaay faster than it did before patch, the boosters i'm using on it is the ones you'd normally see on the ibis-HAL unit and now my golem is a real speedy big boy lol and I really like it 😅
Literally the only people mad today are the low skill types who were running 4 shot guns or donkey spam into stun needles. I’ve seen so much build variety already opened up with this huge ass patch they dropped. If you like the game today was a huge win
@@TMRaven I was a bit confused at first as well, but I think this person is saying you just got a lot of salty comments on this video, instead of more positive ones
You did the test with just the alula? So the speeds are obviously different for other boosters, but is the drop off scale the same for each booster? Like can that be a slightly different scale depending on the boost power and AC weight? Or does the drop off in speed happen for only the ACs weight?
So Cassus on Cleric's Discord has done testing on multiple boosters during the previous patch and has plotted the shapes of their graphs. Long story short, all of their shapes are nearly identical, with the fastest boosters in the game showing slightly more falloff after 80k weight and slightly more gain below 75k weight. The difference between the fastest boosters like SPD vs the slowest boosters like Kikaku is a difference of 5kph loss/gained over those long stretches of weight regions-- in other words very minor.
How would you go about acchieving a viable build under 50k weight anyway? Ive given it a shot but it seems near impossible to do so with both arm weapons and shoulder weapons :p
Probably the only thing I can think of is a very lightweight stungun bot. But yeah they got rid of that dumb super low breakpoint and evened out the speed gains so now lws make much more sense.
You could run something like dual VIENTO and dual handguns, but it's going to be mediocre at best. I don't think it's actually worth going that low for anything other than meming.
I suppose one can go go about only having pulse blade and fist, to stunlock people after the ACS overload, but getting to that point would be wild lol. Thanks for the insight, anyhow. Its good to know its intended to be this way xD
i know you've probably heard this a million times by now but man, i fucking hate hard lock being a thing + AB Buerzel being mindlessly braindead something also in general just feels really, really off with the movement i think armored core 6 can eventually be a well balanced game, but i don't think it's going to be one with much "depth"
I pretty much agree with that take. Potentially really balanced but shallow. The patch has given a gradient adjustment to OB speed per the overall weight of the ACs. No longer can really heavy ACs get close to matching MW and LW ACs at OB speed. So that's a start.
@@animatoraoi3672 Now that Apertif was nerfed, missileboats aren't as much of a pain. With the buffs to stuff like Linear Rifles and nerfs to energy consumption while hovering, missile boats are not as annoying to deal with. The fast tank treads were nerfed as well across basically all fronts, so I think balance is falling into place. Light ACs were always the least annoying because they're made of paper and one good stagger is doing 50-70% of their AP.
I don't see them getting rid of hard lock, but I could see them reducing the tracking performance of hard lock even more. As it is right now, you can have a combination of real high tracking arms and high tracking FCS for your desired range to more than offset the penalty hard lock gives.
Personally, I really disagree - As a hardlock user, it's barely viable the way it is now. If it was any worse, then longtime console players that use controllers wouldn't be able to go toe-to-toe with PC players anymore. I'm of the belief that the winner shouldn't be decided by who has better aim, it should be decided by who has better strategy, tactics, builds, weapons, movement, positioning, timing, creativity, these are the types of skills are more important than aiming and I think that's a good thing for a game where customization is key.
1v1 me then, I've been donging on "meta" tanks all morning. Pilot name is Apotheosis, I'll be testing every day. If you're on PC you'll see me. Easy dodging hard-lock shots is the classic AC circle strafing
Guys I need to make an addendum to the chart with the comparison graphs pre and post patch. I accidentally squished the graph of the pre-patch a little too much when trying to align them in photoshop. Here is the fixed graph: i.imgur.com/4JFvKiF.png
Boosters now have a little less speed drop-off from 75k to 80k weight, so ACs that were anywhere between 80k and 100k weight should see modest speed boosts from their pre-patch iterations. Naturally, lightweight ACs will see speed gains upwards of 30kph as the lower breakpoint has been smoothed out.
Ye... saw my FIRMEZA legs builds getting a fat 25+ in speed overall & HAL legs builds gettin 14+ bump in speed, shit is wild.
Hoping they bump up the top speed at the 40000 mark up a bit while keeping the slope linear down up to 75k. This will in turn hopefully give ultra light builds some love.
vwey nice change because it actually gives us the opportunity to also experiment with other boosters
Damn My EVA-01 AC is gonna be wilding
This is great for SP since it always felt like lighter AC builds fell off performance-wise after mid Act II.
Short & sweet excellent presentation.
I made White Glint and had been working on the build for days now and the patch made me feel slightly snappier. Today I decided to check on the boosters and the FCS. The booster that improved the build was the IA-C01B: Gills and the FCS I switched to is FCS-G2 P05 for the more balanced stats since short range is almost half, mid range is max and long range isn’t the worst (but is like 30% of the chart) and the missile and multi lock are both around 50% so it’s the most balanced for the type of combat White Glint seems to go for. Hovering by using thrust to stay in the air with max QB. RH MA-J-201 Ransetsu-AR LH the Scudder and both shoulders use the already unlocked BML-G1/P20MLT-04 missile launchers off the bat.
What frame parts are you rocking for the body?
I love the speeed
There are also a slight change to tread boost speed too.
Before the patch, tank tread would easily get 300~ boost speed in practice despite their stats state otherwise or how much weight they have..
Now they only go up to 290 at best.
This is good change.
I knew something was off with one of my heavy biped builds it felt waaay faster than it did before patch, the boosters i'm using on it is the ones you'd normally see on the ibis-HAL unit and now my golem is a real speedy big boy lol and I really like it 😅
Thanks man this is cool!
every other creator has positive comments, sorry you got stuck with the salty side.
My AC6 discord circle is hype. It’s only the low imagination build mains that are crying.
Literally the only people mad today are the low skill types who were running 4 shot guns or donkey spam into stun needles. I’ve seen so much build variety already opened up with this huge ass patch they dropped. If you like the game today was a huge win
I don't understand.
Patch 1.03 good for game. Even if “new” problems arise. The overall of the patch is great. And it’s for free.
@@TMRaven I was a bit confused at first as well, but I think this person is saying you just got a lot of salty comments on this video, instead of more positive ones
I hope they raise the speed limit for super lights
You did the test with just the alula?
So the speeds are obviously different for other boosters, but is the drop off scale the same for each booster?
Like can that be a slightly different scale depending on the boost power and AC weight? Or does the drop off in speed happen for only the ACs weight?
So Cassus on Cleric's Discord has done testing on multiple boosters during the previous patch and has plotted the shapes of their graphs. Long story short, all of their shapes are nearly identical, with the fastest boosters in the game showing slightly more falloff after 80k weight and slightly more gain below 75k weight. The difference between the fastest boosters like SPD vs the slowest boosters like Kikaku is a difference of 5kph loss/gained over those long stretches of weight regions-- in other words very minor.
@@TMRaven ok
That's pretty coo to know.
So this is the basic fall off ratio.
Any differences are so minor they don't matter.
Thank you for responding
I think every ac should just see a straight fn 20% speed increase across the board, halve the reload time and make it apply to enemies and the player.
Ahh, it seemed like my mid weight was faster
How would you go about acchieving a viable build under 50k weight anyway? Ive given it a shot but it seems near impossible to do so with both arm weapons and shoulder weapons :p
Probably the only thing I can think of is a very lightweight stungun bot. But yeah they got rid of that dumb super low breakpoint and evened out the speed gains so now lws make much more sense.
You could run something like dual VIENTO and dual handguns, but it's going to be mediocre at best. I don't think it's actually worth going that low for anything other than meming.
Been running double sweet sixteens. @@TMRaven
I suppose one can go go about only having pulse blade and fist, to stunlock people after the ACS overload, but getting to that point would be wild lol. Thanks for the insight, anyhow. Its good to know its intended to be this way xD
No weapon on righ arm. Basho arms and chainsaw
As an under 50k pvper, I say lol, lmao even.
So was this a pvp only patch or PvE aswell
like 90% pvp.
The changes applies to both
Still so slow compared to Nexts.
i know you've probably heard this a million times by now
but man, i fucking hate hard lock being a thing + AB Buerzel being mindlessly braindead
something also in general just feels really, really off with the movement
i think armored core 6 can eventually be a well balanced game, but i don't think it's going to be one with much "depth"
I pretty much agree with that take. Potentially really balanced but shallow. The patch has given a gradient adjustment to OB speed per the overall weight of the ACs. No longer can really heavy ACs get close to matching MW and LW ACs at OB speed. So that's a start.
@@TMRavenjust a what if... what if they added turn speed back would it not change anything ?
Hard lock got nerfed for kicking and so did assault boost
They nerf the Zimmerman...😢
GOD BLESS FROMSOFT
I mean common man...you knew it was coming
They fixed the game ya hack. Now get in line and learn to play. No more NPC zim lobby good
Laser weapons still exist😅
watch?v=WcVpOAk3OBY
great... lighter ACs are gonna be even MORE annoying now
Boat missile or Speed demon or Treads take one you rather fight
@@animatoraoi3672 tbh, my complaints don't really mean anything. I'm past my prime and I can't keep up in pvp anymore.
@@animatoraoi3672 Now that Apertif was nerfed, missileboats aren't as much of a pain. With the buffs to stuff like Linear Rifles and nerfs to energy consumption while hovering, missile boats are not as annoying to deal with.
The fast tank treads were nerfed as well across basically all fronts, so I think balance is falling into place. Light ACs were always the least annoying because they're made of paper and one good stagger is doing 50-70% of their AP.
@@animatoraoi3672with boat missile you basically only need 4 braincells to play (one cell for clicking each weapon slots)
@@KewneRainlight ACs were never annoying though….
Nah, until they disable hard-lock in pvp light ACs have almost no place in the current pvp meta
I don't see them getting rid of hard lock, but I could see them reducing the tracking performance of hard lock even more. As it is right now, you can have a combination of real high tracking arms and high tracking FCS for your desired range to more than offset the penalty hard lock gives.
Personally, I really disagree - As a hardlock user, it's barely viable the way it is now. If it was any worse, then longtime console players that use controllers wouldn't be able to go toe-to-toe with PC players anymore. I'm of the belief that the winner shouldn't be decided by who has better aim, it should be decided by who has better strategy, tactics, builds, weapons, movement, positioning, timing, creativity, these are the types of skills are more important than aiming and I think that's a good thing for a game where customization is key.
1v1 me then, I've been donging on "meta" tanks all morning. Pilot name is Apotheosis, I'll be testing every day. If you're on PC you'll see me. Easy dodging hard-lock shots is the classic AC circle strafing
... you do realize hard-lock is already disadvantaged, right?
Correct me if I'm wrong, but doesn't hard-locking massively reduce your accuracy?