Note: You can use BASHO arms and KIKAKU boosters for greater melee specialization on Three-Punch Man build, at the expense of general mobility and shotgun accuracy.
Im defently using Basho armours for this build. also change the other pieces for Efimera set.6 less points in movility and 47 less stagger ress, but 2730 more AP and with higher stagger recovery and energy generation, and way higher defenses (1148 in defensive performance stat). Kiaku booster is sacrifice movility for much more dodge spam. Both are fine. The melee stat distance is barely noticiable with energic lance tho, it already have a huge range. Ill keep movility :) I did the test and is just 1 more dodge before runing out of energy.
can you post the share codes in your description or comments so I can put these together without hunthing down the points in the viedo were you show the parts.
Ngl my build was the first build but switch out the ac design for the second ac because I took off one of the gatling guns and put on the moonlight on the left arm for maximum speed and damage
For upgrading these builds, there are hidden cores with more generator output. I found these invaluable for making stun needles more comfy in a build. So after you clear your first playthrough, you still have upgrade paths!
You need to have done mission 14 for those legs, mission 27 to unlock the San Tai generator, mission 35 to unlock the VP44D head, and get hunter rank 10 for that core.
Dual plasma rifles + dual plasma missiles has been unbelievably strong in all scenarios for me. Disgusting DPS and way easier to use than dual songbirds / bazookas or zimmermans since there is no range requirement, lots of splash damage, and they can work well with a flying quad build.
when do you get access to this stuff, please? I just got the game today, but not played yet. I'm looking for an easier set up, as not played an AC game before.
@@D00M3R-SK8Can't give you an exact off the top of my head but I had access to plasma rifles and vertical plasma missiles fairly early in the game. I used the plasma rifles with laser cannons against the final boss of chapter 1 and it worked quite well.
@@Untoldaeons000 Thanks. I'm gonna go back and fight that helicopter today. I had a quick go on it yesterday, died to the helicopter a couple of times and then turned it off for later. I now what tactics to use against it now though, so going to be a breeze.
I find a lot of people are sleeping on the melee builds. I found quad legs (for the spin kick)+laser blade+laser lance+songbirds+Zimmerman shotgun is an absolutely devastating hyper-aggressive rushdown build that dominates most scenarios while keeping a very low resource cost. If you know how to time it, you'll never stop attacking until everything is dead. No worry of cooldown/reload time at all. I call it the swashbuckler build. Build ID: 2GVU4CW2468T
Me and my friends started as polar opposites to based on our tastes I started as a melee build, knowing this could be the worst decision, but after finishing 20% of the story, i started breaking the game with that needle drill combo
@MrSoulreaper42 basho arms, kikaku booster, and I use the vp20d generator. The rest isn't super important, just focus on energy efficiency, decent stats and close range optimization.
Dual shotguns paired with the dual songbirds has made complete mince meat of bosses I’ve had some trouble with on my first play through, same with dual laser cannons with dual laser rifles.
I recently cobbled together something remarkably similar to the 3 punch mech. The main difference is I made it a little slower with more AP, mostly so I can use the SB-033M Morley instead of the Songbird. I find it makes the build more reliable on first mission runs, since the spread lets you more reliably land your melee hits as a follow up. Plus it can blow up clusters of small enemies, as long as they're kind of close together.
One thing that stands out to me about the needles is the direct damage multiplier. I haven't looked at other weapons, but the high value encourages me to use it after an ACS break 💪🏼
Loving the colours you use for the AC. I'm surprised that myself as a big EVA fan I've yet to make an EVA in AC6; been too busy with my Zowort Heavy from Gundam Witch From Mercury. 🤣
How is the Moonlight? It seems rather weak, but it has range and huge residual impact, which could be good for letting me charged PB bulldoze. I'll have to test it in the lab.
@@Truth_Hurts_Bad I wouldn't call it overpowered, but it isn't weak. It's basically a melee that's a gun, you won't get the raw damage of the pile bunker, but it does decent impact, and counts as a melee hit, but at up to mid-range. Works well for a DPS build using the 44-142 KRSV energy rifle, along with whatever you choose in back weapons for impact damage.
@@involuntaryanalysis Choice! Anything with high impact (especially residual) is super good, since that's what I need to line up the final Zimmer shot before a charged PB. Gotta be close and quick to pull it off, and residual impact buildup is precious. Thanks for your insights.
Why rebuild? Are they not from Neon Genesis Evangelion? Nevermind, I'm just cracked out and misread your comment. Cheers! (If I'm being honest, though, I feel these cosplays are way too saturated and outplayed in the community!)
@@elucid07 Interesting. I've yet to watch the rebuilds, since they're marketed as a "normie-friendly approach to Eva! Yay! You complained, so here's a nice, coherent retelling!"
I have a build similar to the first two, where I use either dual shotguns or dual gatling guns on my arms and dual Songbirds/Stun needles on my shoulders and try to remain as mobile as possible (hate the tank and quad legs). It works like a charm for EVERYTHING (except for V.VII Snail, for which I had to go full tank and use some tank legs). But I'm interested to give the last build a try: could be interesting and fun.
I figured out in Chapter 3-4 that dual songbirds+gatling guns on a med/heavy mech is too OP, like I almost felt bad cus I defeated practically all endgame bosses in one try...
@@halzion I love that there are multiple ways to absolute curb stomp bosses! I haven't ever touched any other legs since I put Firmezas on, but hearing about others' experiences with various builds is super awesome.
I actually built the first example on my own when it was so damn fast. It got me through most of the game and all arenas no problem. I didn't build it precisely how you did, but I only ever really had trouble with a couple of the end bosses. No spoilers but when you know you know. Now that I have completed all story and have access to all parts minus some from logs and collectibles, I'll give the last build a shot. I really wanted to find a mostly melee build that really hit hard. I love this game for how creative it has allowed people to be with their builds.
I use dual shotguns main hands and Zimmerman a on my shoulders, when you switch them out the one in the back slot is reloading. So I’m basically double firing, swapping, double firing again, switch, then wait like half a second and repeat. I’ve stun locked all the bosses with this tactic, it made the last set of bosses a breeze. Plus with the kinetic damage and direct damage upgrade you just smoke everything that the game throws at you
the last build is what I came up with for my first playthru. I used a lot of the wrecker parts for high stability which made it look like some industrial mech which I was really proud of the ascetic. I figured that the pile bunker did insane damage while they were staggered so I used the laser sword at first plus a shotgun blast but once I got the laser lance is was joever. it was so op in fact I started to use other builds bc I wasn't getting challenged. So I made a missile boat tetrapod (which is op as well) and a mech using late game parts it was basically all the end game bosses armor for the liberator ending plus the moonlight and a needle gun and the 10 round missile launcher. oh also I used scudder assault rifle to keep the enemies stagger from decaying plus to take out trash enemies. it was a good mech that didnt feel super op it was just right.
Good builds. Even with the nerfs (1.03.1) to most of the weapons, i.e. Zimmerman and Stun Needle Launcher, they're still more than capable of cruising through the missions.
For 2nd build if you want more mobility for out of shoulder shots you can equip a coral generator (technically also enables infinite flight due to the recoil suspending you a little)
5:24 "it's almost impossible to believe this encounter gave anybody trouble, when watching this build in action". Well, duh dude. None of those weapons were available during the Balteus or Juggernaut fights.
This guy who made the video is miss leading n a complete waste of time, should be called OP builds for skill players who progressed far past chapter 3. Which makes this whole video stupid n a waste of TH-cam space
I naturally converged to build 1 and 2 during play. The game just rewards high stun/dps gameplay, which favors a build that can carry heavy weapons. Unfortunately I am not good and fast enough for build 3, though it seems a lot of fun to play a lighter build.
I randomly made an op close range build I beat the game with, and S ranked several missions with. I call it the hornet, I utilize a low weight extremely high boost speed ac (use the Alula/21E booster, and your lightest parts), then after unlocking the weapon bay, equip 2 balem handguns and 2 shotguns on your back, stay close range use the pistols to stagger, and the shotguns to deal heavy damage on incapacitated enemies, or energy shields.
So, fun fact, on the melee build, swap the legs for the reverse ankled ones you get from hunter rank, swap the cannon for plasma rockets and the arms for basho. The basho arms have the best melee tracking by far, so you can go for heavy lance melee and as long as you are in range, you are gonna hit. And the plasma rockets are more for lightweight than anything else. Bc the jump distance from reverse ankled legs lets you dodge every melee attack and a lot of heavy boss moves with the jump, get sub 20 sec kills on the ibis-series with that for example. Also, use the boosters that have higher base boost speed than quick boost, makes you so manouverable, nothing can outrun you 👍 Got me s rank on almost all missions (except the goddamn strider escort gank)
If you want a bit more of a mid-range version of Build #2, I recommend swapping the zimmies out for for ransetsu-rf's. Lower stagger on each shot, in exchange for more frequent shots at longer range. Got through the entirety of Chapter 4 and 5 with it, and cleared the arena.
the shotgun + stun needle combo is literally a beast that can melt almost anything easy,, tho in my case, I switch either one shotgun or the left needle gun with melee weapon if I need it, mostly it's the laster lance
I found the booster blade plus pile bunker combo by just trying to deal with the cooldown of the booster blade, the damage potential is absolutely insane.
Ok, I'm sold on that 3-Punch Man AC. Already have an all-rounder Zimmerman + Curtis AC and another AC similar to build #1 here for cheesing through certain 'handicap' missions and they've served me well. But that build #3 looks really exciting.
Yknow what, I IMMEDIATELY jumped on the Pilebunker-Lancebunker+Zimmer and shoulder missile build before watching this when the lazelance became available, and this just confirmed my suspicion that it was an EZ-clear build that needed control.
@@Truth_Hurts_Bad th-cam.com/video/rdLZU0GwP-I/w-d-xo.htmlsi=rOhhKNj0UY4ygMMy That was one of the main combos. It does beat out Pile Bunker damage, but it's still not the easiest to land.
@@harryunderwood9387 Dude, that's amazing. I had enough room to slap on the phattest Dafeng generator and can QB 9 times before it reaches next-to-empty. I'll have to go back to low-cap VP gen to fit the chainsaw, but it seems disgusting. Using punch seems super gimmicky though, as your trash mob clear speed is gunna suck pretty bad, no?
@@Truth_Hurts_Bad The punch is another tool to use. It's not for damage or starting a stagger, instead it extends it. The Chainsaw takes a second to charge, and you punch to keep the enemy staggered while charging it. That way, they're still paralysed for when you ram your entire left arm into their face. If you're really concerned about mob kills, you can attach a firearm on your back right shoulder anyway.
@@harryunderwood9387 I just got done using the chainsaw for a few missions and did 3 integrations with it. The pace feels slower than the PB, because, depending on how you achieve stagger, you can't really use the chainsaw outside of the charged attack (which is also a long animation and brutally punishing if the weird hitbox happens to miss). When the charged hit lands, it does goofy good damage, but so does the PB for less weight and animation time. You don't get a free rush-in with the PB, so it's got a higher skill ceiling as the stagger damage tool, but I also use its normal attack in a pinch or swap to/from it to combo between Zimmy shots. I found myself trying to wait for a Zimmy stagger opening to land the charged chainsaw, which I then realized I can just do with the PB and have all the benefits of a useful light attack to harass with too, so I'll stick with the PB for now. Mind you, I'm testing things for eventual PvP, and if that chainsaw whiffs in there, it's game over, but for campaign - I'm surely going to whip out the saw now and then. Thanks for sharing your insights!
The fact that I used the exact same weapons as the first build when playing through the game amusing to see, mine was named lemon and pepper pepper spray
I'm surprised you didn't include a MISSILES build. Works pretty well on anything that's not *too* fast, and even then. Pack the 10-cell missile launcher on one shoulder, the sextuple plasma missiles on another (the AOE is great for evasive enemies), the 4-cell missile launcher in one hand, and the 1-shot that makes 8 micro-missiles in the other. Use some digitigrade legs, because this build does great at spamming from the air, and make sure to pick the right FCS for the job - generally you want medium-range and long-range support, but don't neglect close-range entirely. Furlong FCS are great and available early. Aim for mid-to-low-weight and average AP (around 9k), but you don't need too much. Generator should be chunky, and pick some high-performance thrusters - you're going to be quick-boosting around the area circling your target while dumping missiles into them the second you lock on, and making it hell for any enemies trying to lock onto you. Coral generators work great once you unlock them, but so do those hexagon-y ones. In early-game, you can just use the 4-shots in both hands, the 3-cell instead of 6-cell plasma missiles, and the 4-cell missiles instead of the 10-cell; in NG+, you can pick up some new weird missiles to upgrade.
Pile Bunker has, if I recall, the second highest Direct Hit Adjustment (stagger damage bonus without OS upgrades) out of all the melee weapons, second only to the Double Trouble
I play with a Variation on the "Shotgod" build you showed. Same 2 shotguns, but on the right shoulder I run with the 6 cell rocket pods and on the left, I have the Ashmead Stake Driver thing. My AC has as little weight as possible with maximum speed, so it can literally run circles around the AI while constantly pressuring ACS Stability. The rocket pods clean up lighter enemies, while pressuring your average AC, and then when you land a stagger, you can very quickly switch to Ashmead and do an uncharged attack to chunk the enemy down. If you get on top of them quickly enough, you can charge the Ashmead and literally one-cycle some of the Arena ACs. Finally, just having rocket pods on right shoulder means there's some nice wiggle room to use other weapons (or just a different flavor of rockets). Throw on a normal rocket or grenade Launcher to REALLY lay down the burst damage on staggers, or take a longer range option to have flexibility.
I love that AC6 still allows you to completely dominate people. Armored Core always had this sort of theme. Some ACs were fucking legends that did unbelievable things. Its awesome that you can be one!
The third build is one of the best builds at taking down cel 240. She has one attack which is the opening attack, when you dodge left at the blade swing, you land right in front of her. Full charge laser lance + zimmerman blast to stun + pile bunker drive in damage, 70% of boss health is gone. It's really not a hard combo to land, just takes a few practices. Remember because it's an opening attack, you can infinitely restart from checkpoint to practice the combo. Then do not fire a single shot, dodge every boss attack and wait for her to do the same opening attack again. Rinse and repeat 3x more times, boss is dead.
Very first AC is literally called bulletstorm due to the dual wielding gatling guns and double needle cannons that build literally gundown everything in the game with it
Wow that final builds weapons are exactly what I settled on for the end of the game into NG++ now. It's so fun charging at enemies and so satisfying to hit that Pile Bunker and shred a boss.
I pretty much tried both the first and the second build except I also used stun needles on the first one. I only used the gatling tank against Ibis Series and while it is really effective I did feel a bit disappointed because I didnn't feel like I was doing anything. I was just brute forcing my way through. So the next time I went up against Ibis I took inspiration from a video of a guy S-ranking the mission using the Zimmerman+Stun Needle build and it was so much more satisfying than the gatling tank because I actually had to look for opportunities to stagger Ibis while being rewarded with huge bursts of damage and dopamine whenever I did. Ended up using that build for almost all of NG++.
Thank you so much for these. I've gotten through so much of the game with these builds, whether they are as they are or basis for new builds of my own.
In my opinion the BEST parts also have to be considered based on when you get them. Based on that, gatling guns and tri-pulse rockets are the 4 best weapons in the game, you get them early on and with those 4, you clear the content around those parts way faster, dual gatlings also make me feel like an APU off the matrix so there's that.
The Zimmerman Shotguns and Songbirds are the best combo to start out with when they become available. They will take you far into the game into new game +.
Used a mix of builds 1 and 2 to crush the game (dual shotguns, plus one needle and one grenade cannon, and wheelchair legs), after build 1 turned out to not have the stopping power to work well on the bosses in "Intercept the Red Guns," Glad to see others realize how awesome these combinations are.
fun fact if you get an acs break while having the spinning dagger rusty uses equipped if you acs break then do a chain attack into assault armor it one shots ACs without the oppurtunity for them to repair
Second build is the exact same, except for the booster and FSC, that I had going once I unlocked stun needles, took I through NG+, NG++, and S ranking every mission, all but five of them first try, with that one build
For 3 punch man I found that the VP-46D is a great set of arms to use as well, while it has slightly less AP than the firmeza it has less weight making you faster and more specialization in both fire arms and melee weapons as well increasing your damage and proficiency with the shotgun and pilebunker ya got on.
This is an awesome guide! Also, I know I'm late to the game (just started playing recently) but the thing about melee weapons in general are freaking insane in terms of damage - most fights in rank match easily die with a melee damage, and I'm about to finish Chapter 3 still using the default melee blade most of the time and only using any range weapon to clean up the critters around.
My only complaint about AC6 is actually this. My anxiety won't allow me to run a mission without songbirds and gatling in my playthrough because it felt like there's a boss in every other mission. Limiting my build creativity.
it's very interesting to see a lot of people building a variation of the Three-Punch Man Build for the First Playthroughs. The damage output you can get out of the Pile Bunker is phenomenal, though I ended up using pulse shields so I can build for more dodging speed since moving around with the boss gave me a lot more survivability.
Yoooo i absolutely recognized that voice and for a split second I thought "did Ermin use a text-to-speech program the whole time!?" and then i realized it was you! haha so random to see you here after years of sim racing content lmao
Thank you for the first build I just wrecked, destroyed, whooped some a$$ after being defeated 2 days in a row by the same mission good looks my man good looks.🎉
thank you for not showing the cell battle, seems everyone else expects people to have finished this game day one even week one. Some people have lives outside of gaming!
3:49 Alright, so I got a Dark Souls build I been showing with JUST the starting set, lef shoulder shield, left base melee, a shotgun and shoulder shot for the quick stuns with speed legs. Funny thing, they get you through large levels in minutes and works well to avoid being heavy when using your shield to stroll up to fast or hard hitting bosses and enemy mechs and shotgun then charge melee then shotgun and it literally stuns everything, where the fast legs gives an extra stun by burst kick, where it cycles all 4 abilities just primo with the shield helping with timing. Where IF you wanna go Bloodborne, you can use song bird for the stun lock. only time I say switch is using a lazer for shoulder for shielded enemies.
my favorite build is: missile launchers on both hands, those that look like a box (they are soo overlooked and yet they turn out to be the most useful missile weapon of them all, i even managed to beat ibis soo easily thanks to those) and for the shoulders the heavy laser shootguns, at close they do tremendous damage and thanks to the fire rate you can shoot up to 3 times during an active stagger. For the AC itself i found myself just using the ac you unblock after getting the good ending, the one walter used in his boss fight. Finished NG plus in just 3 hours with that build to get the bad ending so im on my way to the 3rd one to get the real ending.
For every arena fight I just spammed missiles while dodging and if the opponent started dodging faster on their second half, punching is a good way to get guaranteed stun lock cheese
My Main Setup for my Playthroughs was the Laser Lance with the other Pile Driver Melee along with the JVLN Alpha and a Song Bird. Great for Bosses and ACs. The Laser Lance is just too Good for getting in close for follow up attacks and it'll usually Stagger if you catch ACs at the Start. Id Put on a Multi Lock on rocket if dealing with lots of Enemies in a certain mission. I tried other Guns and such but once you find that Setup you like, its over 😂
This game has had my attention and progressed so much since my sixth grade year. Go back and check out the first one in comparison there is a place in my heart for some pure Armored Core!!! I'm truly amazed at how far it's came, the aesthetics and that good sense of " MSG". Nothing but love for it! ONE MORE THING, if someone ever could make this an anime show, phew my god lol
I built something similar to the shotgod but with SMGs instead of shotguns, and I somehow managed to fit it all on a rather light generator (but if I swap out basically any part for any other I go over EN load limit)
Dual zimmerman shotguns with dual plasma shoulder cannons makes a complete joke of the vast majority of PvE encounters and missions, and works really well against the less mobile bosses. Works fine in PvP as well
Note: You can use BASHO arms and KIKAKU boosters for greater melee specialization on Three-Punch Man build, at the expense of general mobility and shotgun accuracy.
Im defently using Basho armours for this build.
also change the other pieces for Efimera set.6 less points in movility and 47 less stagger ress, but 2730 more AP and with higher stagger recovery and energy generation, and way higher defenses (1148 in defensive performance stat).
Kiaku booster is sacrifice movility for much more dodge spam. Both are fine. The melee stat distance is barely noticiable with energic lance tho, it already have a huge range. Ill keep movility :) I did the test and is just 1 more dodge before runing out of energy.
can you post the share codes in your description or comments so I can put these together without hunthing down the points in the viedo were you show the parts.
Ngl my build was the first build but switch out the ac design for the second ac because I took off one of the gatling guns and put on the moonlight on the left arm for maximum speed and damage
Ephemera core also gives you a bit more freedom on the shotgod to use different generators.
If you capped off with an Assault Armour Blast you would have even bigger burst
In other words the Asuka (firepower), the Shinji (Mid-range stagger generator), and the Rei (almost suicidal devotion to going into melee).
Late reply, but can't wait to see the Kaworu and the Mari someday.
Clever !
i can comfirm this as i have seen evangelion 😂
I mean that is the paint scheme lel
My builds do and WILL skew to Shinji and Asuka builds, personally.
For upgrading these builds, there are hidden cores with more generator output. I found these invaluable for making stun needles more comfy in a build. So after you clear your first playthrough, you still have upgrade paths!
What are they called?
Emphera (depths secret chests) and HAL 826 (from one of the endings) @@TheChaosNova
@@arsarma1808 I think I got that one but it never showed up
More gen output means what exactly???
It's a multiplier to its EN output. So a generator rated for handling 3000 load would be able to fit 3600 with a 120 gen output core @@hectorlopez9453
You need to have done mission 14 for those legs, mission 27 to unlock the San Tai generator, mission 35 to unlock the VP44D head, and get hunter rank 10 for that core.
Dual plasma rifles + dual plasma missiles has been unbelievably strong in all scenarios for me. Disgusting DPS and way easier to use than dual songbirds / bazookas or zimmermans since there is no range requirement, lots of splash damage, and they can work well with a flying quad build.
That build has carried me through the whole game, getting bored of it being to easy tbh
when do you get access to this stuff, please? I just got the game today, but not played yet. I'm looking for an easier set up, as not played an AC game before.
@@D00M3R-SK8Can't give you an exact off the top of my head but I had access to plasma rifles and vertical plasma missiles fairly early in the game. I used the plasma rifles with laser cannons against the final boss of chapter 1 and it worked quite well.
@@Untoldaeons000 Thanks. I'm gonna go back and fight that helicopter today.
I had a quick go on it yesterday, died to the helicopter a couple of times and then turned it off for later.
I now what tactics to use against it now though, so going to be a breeze.
Two laser shotguns + two laser shoulder guns win game for me.
I find a lot of people are sleeping on the melee builds. I found quad legs (for the spin kick)+laser blade+laser lance+songbirds+Zimmerman shotgun is an absolutely devastating hyper-aggressive rushdown build that dominates most scenarios while keeping a very low resource cost. If you know how to time it, you'll never stop attacking until everything is dead. No worry of cooldown/reload time at all. I call it the swashbuckler build.
Build ID: 2GVU4CW2468T
Me and my friends started as polar opposites to based on our tastes I started as a melee build, knowing this could be the worst decision, but after finishing 20% of the story, i started breaking the game with that needle drill combo
Which frame parts and generator?
@MrSoulreaper42 basho arms, kikaku booster, and I use the vp20d generator. The rest isn't super important, just focus on energy efficiency, decent stats and close range optimization.
Dual shotguns paired with the dual songbirds has made complete mince meat of bosses I’ve had some trouble with on my first play through, same with dual laser cannons with dual laser rifles.
dual shotguns paired with dual shotguns fucks everything
I recently cobbled together something remarkably similar to the 3 punch mech. The main difference is I made it a little slower with more AP, mostly so I can use the SB-033M Morley instead of the Songbird.
I find it makes the build more reliable on first mission runs, since the spread lets you more reliably land your melee hits as a follow up. Plus it can blow up clusters of small enemies, as long as they're kind of close together.
One thing that stands out to me about the needles is the direct damage multiplier. I haven't looked at other weapons, but the high value encourages me to use it after an ACS break 💪🏼
Loving the colours you use for the AC. I'm surprised that myself as a big EVA fan I've yet to make an EVA in AC6; been too busy with my Zowort Heavy from Gundam Witch From Mercury. 🤣
I used a melee build to carry me through the game, once I unlocked the moonlight and redshift it became even more trivialized.
How is the Moonlight? It seems rather weak, but it has range and huge residual impact, which could be good for letting me charged PB bulldoze. I'll have to test it in the lab.
@@Truth_Hurts_Bad I wouldn't call it overpowered, but it isn't weak. It's basically a melee that's a gun, you won't get the raw damage of the pile bunker, but it does decent impact, and counts as a melee hit, but at up to mid-range. Works well for a DPS build using the 44-142 KRSV energy rifle, along with whatever you choose in back weapons for impact damage.
@@involuntaryanalysis Choice! Anything with high impact (especially residual) is super good, since that's what I need to line up the final Zimmer shot before a charged PB. Gotta be close and quick to pull it off, and residual impact buildup is precious. Thanks for your insights.
@@Truth_Hurts_Bad don't sleep on the rensatsu rf either, highest poise damage for all rifles.
I dig the Rebuild of Eva Ver. Unit-00, Unit-01 & Unit-02 liveries
Why rebuild? Are they not from Neon Genesis Evangelion?
Nevermind, I'm just cracked out and misread your comment. Cheers! (If I'm being honest, though, I feel these cosplays are way too saturated and outplayed in the community!)
@@Truth_Hurts_Badwho gives a fuck if they're outplayed evangelion is the shit bozo
@@Truth_Hurts_Bad incidentally that colour schemes betwen the OG and Rebuild are slightly different and these are definitely Rebuild inspired.
@@elucid07 Interesting. I've yet to watch the rebuilds, since they're marketed as a "normie-friendly approach to Eva! Yay! You complained, so here's a nice, coherent retelling!"
Bro out here building Eva-00, 01 and 02
I have a build similar to the first two, where I use either dual shotguns or dual gatling guns on my arms and dual Songbirds/Stun needles on my shoulders and try to remain as mobile as possible (hate the tank and quad legs). It works like a charm for EVERYTHING (except for V.VII Snail, for which I had to go full tank and use some tank legs).
But I'm interested to give the last build a try: could be interesting and fun.
I figured out in Chapter 3-4 that dual songbirds+gatling guns on a med/heavy mech is too OP, like I almost felt bad cus I defeated practically all endgame bosses in one try...
@@halzion I love that there are multiple ways to absolute curb stomp bosses! I haven't ever touched any other legs since I put Firmezas on, but hearing about others' experiences with various builds is super awesome.
I actually built the first example on my own when it was so damn fast. It got me through most of the game and all arenas no problem. I didn't build it precisely how you did, but I only ever really had trouble with a couple of the end bosses. No spoilers but when you know you know. Now that I have completed all story and have access to all parts minus some from logs and collectibles, I'll give the last build a shot. I really wanted to find a mostly melee build that really hit hard. I love this game for how creative it has allowed people to be with their builds.
I use dual shotguns main hands and Zimmerman a on my shoulders, when you switch them out the one in the back slot is reloading. So I’m basically double firing, swapping, double firing again, switch, then wait like half a second and repeat. I’ve stun locked all the bosses with this tactic, it made the last set of bosses a breeze. Plus with the kinetic damage and direct damage upgrade you just smoke everything that the game throws at you
"Shinji get in the armored core, Kill the angels."
Just remember: you have to get through the game to get these pieces. This is not a video about _that_
the last build is what I came up with for my first playthru. I used a lot of the wrecker parts for high stability which made it look like some industrial mech which I was really proud of the ascetic. I figured that the pile bunker did insane damage while they were staggered so I used the laser sword at first plus a shotgun blast but once I got the laser lance is was joever.
it was so op in fact I started to use other builds bc I wasn't getting challenged. So I made a missile boat tetrapod (which is op as well) and a mech using late game parts it was basically all the end game bosses armor for the liberator ending plus the moonlight and a needle gun and the 10 round missile launcher. oh also I used scudder assault rifle to keep the enemies stagger from decaying plus to take out trash enemies. it was a good mech that didnt feel super op it was just right.
gives builds to clear bosses that block the parts required for the build .....10/10 video.
Good builds. Even with the nerfs (1.03.1) to most of the weapons, i.e. Zimmerman and Stun Needle Launcher, they're still more than capable of cruising through the missions.
For 2nd build if you want more mobility for out of shoulder shots you can equip a coral generator (technically also enables infinite flight due to the recoil suspending you a little)
5:24 "it's almost impossible to believe this encounter gave anybody trouble, when watching this build in action".
Well, duh dude. None of those weapons were available during the Balteus or Juggernaut fights.
5:38 you cant believe people struggled with this boss? Probably because those weapons arent unlocked until the end of chapter 3...
well in my first playthrough, when it got up to that boss, i 2 tried it, first thing that gave me trouble was Baltaeus
Yeah I’m more annoyed by him suggesting that build was possible before the ice serpent
This guy who made the video is miss leading n a complete waste of time, should be called OP builds for skill players who progressed far past chapter 3. Which makes this whole video stupid n a waste of TH-cam space
I naturally converged to build 1 and 2 during play. The game just rewards high stun/dps gameplay, which favors a build that can carry heavy weapons. Unfortunately I am not good and fast enough for build 3, though it seems a lot of fun to play a lighter build.
Dual zimmers are so potent that they are a meme already
Love the colour scheme you had there , maybe next time have builds with the colour scheme of Eva08 and the one Kaworu had in the rebuild series
I randomly made an op close range build I beat the game with, and S ranked several missions with.
I call it the hornet, I utilize a low weight extremely high boost speed ac (use the Alula/21E booster, and your lightest parts), then after unlocking the weapon bay, equip 2 balem handguns and 2 shotguns on your back, stay close range use the pistols to stagger, and the shotguns to deal heavy damage on incapacitated enemies, or energy shields.
Man I can always count on you with the dope guides to push me through a boss
The colors of the 3 main Eva pilots is such a nice touch
So, fun fact, on the melee build, swap the legs for the reverse ankled ones you get from hunter rank, swap the cannon for plasma rockets and the arms for basho. The basho arms have the best melee tracking by far, so you can go for heavy lance melee and as long as you are in range, you are gonna hit. And the plasma rockets are more for lightweight than anything else. Bc the jump distance from reverse ankled legs lets you dodge every melee attack and a lot of heavy boss moves with the jump, get sub 20 sec kills on the ibis-series with that for example. Also, use the boosters that have higher base boost speed than quick boost, makes you so manouverable, nothing can outrun you 👍
Got me s rank on almost all missions (except the goddamn strider escort gank)
These are also end game builds, most of these have parts that you don't get until after Balteus and the C-Spider
If you want a bit more of a mid-range version of Build #2, I recommend swapping the zimmies out for for ransetsu-rf's. Lower stagger on each shot, in exchange for more frequent shots at longer range.
Got through the entirety of Chapter 4 and 5 with it, and cleared the arena.
im loving the references to evas 00 01 and 02. LOVE IT!
Amazing builds ! Thanks you ! Will definitely try them all out ! 😎✌️
the shotgun + stun needle combo is literally a beast that can melt almost anything easy,, tho in my case, I switch either one shotgun or the left needle gun with melee weapon if I need it, mostly it's the laster lance
I found the booster blade plus pile bunker combo by just trying to deal with the cooldown of the booster blade, the damage potential is absolutely insane.
Ok, I'm sold on that 3-Punch Man AC. Already have an all-rounder Zimmerman + Curtis AC and another AC similar to build #1 here for cheesing through certain 'handicap' missions and they've served me well. But that build #3 looks really exciting.
Yknow what, I IMMEDIATELY jumped on the Pilebunker-Lancebunker+Zimmer and shoulder missile build before watching this when the lazelance became available, and this just confirmed my suspicion that it was an EZ-clear build that needed control.
Tetrapod duel songbird and shotguns, that carried me through pretty much the entire campaign.
Once you get them, the Aperetif Missile Launchers destroy things. Lots of stagger, lots of damage, hits reliably.
I used 2 gatlings and 2 songbirds with tetrapods for my first playthrough. It makes 90 percent of the game a no brainer.
The Pile Bunker has always has my back. It and the Chainsaw's charge attacks on staggered enemies will never disappoint.
Gunna hop in the lab and try some chainsaw combos live. It seems slow (and heavy) but I have faith in this big ugly baby!
@@Truth_Hurts_Bad th-cam.com/video/rdLZU0GwP-I/w-d-xo.htmlsi=rOhhKNj0UY4ygMMy
That was one of the main combos. It does beat out Pile Bunker damage, but it's still not the easiest to land.
@@harryunderwood9387 Dude, that's amazing. I had enough room to slap on the phattest Dafeng generator and can QB 9 times before it reaches next-to-empty. I'll have to go back to low-cap VP gen to fit the chainsaw, but it seems disgusting. Using punch seems super gimmicky though, as your trash mob clear speed is gunna suck pretty bad, no?
@@Truth_Hurts_Bad The punch is another tool to use. It's not for damage or starting a stagger, instead it extends it. The Chainsaw takes a second to charge, and you punch to keep the enemy staggered while charging it. That way, they're still paralysed for when you ram your entire left arm into their face. If you're really concerned about mob kills, you can attach a firearm on your back right shoulder anyway.
@@harryunderwood9387 I just got done using the chainsaw for a few missions and did 3 integrations with it. The pace feels slower than the PB, because, depending on how you achieve stagger, you can't really use the chainsaw outside of the charged attack (which is also a long animation and brutally punishing if the weird hitbox happens to miss). When the charged hit lands, it does goofy good damage, but so does the PB for less weight and animation time. You don't get a free rush-in with the PB, so it's got a higher skill ceiling as the stagger damage tool, but I also use its normal attack in a pinch or swap to/from it to combo between Zimmy shots. I found myself trying to wait for a Zimmy stagger opening to land the charged chainsaw, which I then realized I can just do with the PB and have all the benefits of a useful light attack to harass with too, so I'll stick with the PB for now. Mind you, I'm testing things for eventual PvP, and if that chainsaw whiffs in there, it's game over, but for campaign - I'm surely going to whip out the saw now and then. Thanks for sharing your insights!
The fact that I used the exact same weapons as the first build when playing through the game amusing to see, mine was named lemon and pepper pepper spray
I'm surprised you didn't include a MISSILES build. Works pretty well on anything that's not *too* fast, and even then. Pack the 10-cell missile launcher on one shoulder, the sextuple plasma missiles on another (the AOE is great for evasive enemies), the 4-cell missile launcher in one hand, and the 1-shot that makes 8 micro-missiles in the other. Use some digitigrade legs, because this build does great at spamming from the air, and make sure to pick the right FCS for the job - generally you want medium-range and long-range support, but don't neglect close-range entirely. Furlong FCS are great and available early. Aim for mid-to-low-weight and average AP (around 9k), but you don't need too much. Generator should be chunky, and pick some high-performance thrusters - you're going to be quick-boosting around the area circling your target while dumping missiles into them the second you lock on, and making it hell for any enemies trying to lock onto you. Coral generators work great once you unlock them, but so do those hexagon-y ones. In early-game, you can just use the 4-shots in both hands, the 3-cell instead of 6-cell plasma missiles, and the 4-cell missiles instead of the 10-cell; in NG+, you can pick up some new weird missiles to upgrade.
Pile Bunker has, if I recall, the second highest Direct Hit Adjustment (stagger damage bonus without OS upgrades) out of all the melee weapons, second only to the Double Trouble
I play with a Variation on the "Shotgod" build you showed. Same 2 shotguns, but on the right shoulder I run with the 6 cell rocket pods and on the left, I have the Ashmead Stake Driver thing. My AC has as little weight as possible with maximum speed, so it can literally run circles around the AI while constantly pressuring ACS Stability. The rocket pods clean up lighter enemies, while pressuring your average AC, and then when you land a stagger, you can very quickly switch to Ashmead and do an uncharged attack to chunk the enemy down. If you get on top of them quickly enough, you can charge the Ashmead and literally one-cycle some of the Arena ACs. Finally, just having rocket pods on right shoulder means there's some nice wiggle room to use other weapons (or just a different flavor of rockets). Throw on a normal rocket or grenade Launcher to REALLY lay down the burst damage on staggers, or take a longer range option to have flexibility.
I love that AC6 still allows you to completely dominate people.
Armored Core always had this sort of theme. Some ACs were fucking legends that did unbelievable things. Its awesome that you can be one!
The third build is one of the best builds at taking down cel 240.
She has one attack which is the opening attack, when you dodge left at the blade swing, you land right in front of her. Full charge laser lance + zimmerman blast to stun + pile bunker drive in damage, 70% of boss health is gone. It's really not a hard combo to land, just takes a few practices. Remember because it's an opening attack, you can infinitely restart from checkpoint to practice the combo.
Then do not fire a single shot, dodge every boss attack and wait for her to do the same opening attack again.
Rinse and repeat 3x more times, boss is dead.
Oh hey it's Ermin! Thought your voice sounded familiar. Defs gunna try these builds out, thanks dude!
did anyone else notice that the Eva color schemes were used? That's awesome!
Very first AC is literally called bulletstorm due to the dual wielding gatling guns and double needle cannons that build literally gundown everything in the game with it
I randomly discovered double Zimmerman + double Songbirds in Arena. And Oh-boy it just works.
Wow that final builds weapons are exactly what I settled on for the end of the game into NG++ now. It's so fun charging at enemies and so satisfying to hit that Pile Bunker and shred a boss.
how do you get the pile bunker on your back?
I pretty much tried both the first and the second build except I also used stun needles on the first one. I only used the gatling tank against Ibis Series and while it is really effective I did feel a bit disappointed because I didnn't feel like I was doing anything. I was just brute forcing my way through. So the next time I went up against Ibis I took inspiration from a video of a guy S-ranking the mission using the Zimmerman+Stun Needle build and it was so much more satisfying than the gatling tank because I actually had to look for opportunities to stagger Ibis while being rewarded with huge bursts of damage and dopamine whenever I did. Ended up using that build for almost all of NG++.
i use a bi-pedal heavy with the duel miniguns and stun needles my self
Thanks for the video, I really wish you would have included a shot of the overall build somewhere for these though.
alternative names for build 2:
The Shocker
Shocky2hotty
Shockgun
00 Buckshock
"Stun-melt" is my new favorite term
Thank you so much for these. I've gotten through so much of the game with these builds, whether they are as they are or basis for new builds of my own.
In my opinion the BEST parts also have to be considered based on when you get them. Based on that, gatling guns and tri-pulse rockets are the 4 best weapons in the game, you get them early on and with those 4, you clear the content around those parts way faster, dual gatlings also make me feel like an APU off the matrix so there's that.
The Zimmerman Shotguns and Songbirds are the best combo to start out with when they become available. They will take you far into the game into new game +.
Just went a second playthrough with large tank legs, two gatlings, two cant remember the name but huuuge canons. It was a breeze.:D
great builds and big props on the Eva paint schemes
my build was the last one, so satisfying getting the perfect poke damage on Bosses and Arena
Used a mix of builds 1 and 2 to crush the game (dual shotguns, plus one needle and one grenade cannon, and wheelchair legs), after build 1 turned out to not have the stopping power to work well on the bosses in "Intercept the Red Guns," Glad to see others realize how awesome these combinations are.
fun fact if you get an acs break while having the spinning dagger rusty uses equipped if you acs break then do a chain attack into assault armor it one shots ACs without the oppurtunity for them to repair
Second build is the exact same, except for the booster and FSC, that I had going once I unlocked stun needles, took I through NG+, NG++, and S ranking every mission, all but five of them first try, with that one build
I love that while these builds are OP, they all have their weaknesses to balance them out
For 3 punch man I found that the VP-46D is a great set of arms to use as well, while it has slightly less AP than the firmeza it has less weight making you faster and more specialization in both fire arms and melee weapons as well increasing your damage and proficiency with the shotgun and pilebunker ya got on.
It can work for sure, as can the Basho arms for full melee specialization.
This is an awesome guide! Also, I know I'm late to the game (just started playing recently) but the thing about melee weapons in general are freaking insane in terms of damage - most fights in rank match easily die with a melee damage, and I'm about to finish Chapter 3 still using the default melee blade most of the time and only using any range weapon to clean up the critters around.
I loved that Eva-01 reference with the colors
That last build looks fun.
All these builds are sick. Thanks! You be having the best ones
My only complaint about AC6 is actually this. My anxiety won't allow me to run a mission without songbirds and gatling in my playthrough because it felt like there's a boss in every other mission. Limiting my build creativity.
The description for the first build was personal o-o
it's very interesting to see a lot of people building a variation of the Three-Punch Man Build for the First Playthroughs. The damage output you can get out of the Pile Bunker is phenomenal, though I ended up using pulse shields so I can build for more dodging speed since moving around with the boss gave me a lot more survivability.
Name suggestions lol
- Wheelchair of Doom
- Zimmer Chicken
- Rocky Balboa
The fact that you have to get through basically the whole game to get most of the parts.
Yoooo i absolutely recognized that voice and for a split second I thought "did Ermin use a text-to-speech program the whole time!?" and then i realized it was you! haha so random to see you here after years of sim racing content lmao
I love you're color choices makes me wanna try a few cosplay builds
le me, casually using the exact third build:"oh... i guess i choose the right parts"
Day 27 of asking for timestamps.
Low effort channels don't do that. It's best to find a channel of high quality
0:35 for first build, 3:50 is the second build, 7:22 for last build
Thank you for the first build I just wrecked, destroyed, whooped some a$$ after being defeated 2 days in a row by the same mission good looks my man good looks.🎉
Remember some of the weapons like Needle and Gatling are not available right from the start.
thank you for not showing the cell battle, seems everyone else expects people to have finished this game day one even week one. Some people have lives outside of gaming!
3:49 Alright, so I got a Dark Souls build I been showing with JUST the starting set, lef shoulder shield, left base melee, a shotgun and shoulder shot for the quick stuns with speed legs. Funny thing, they get you through large levels in minutes and works well to avoid being heavy when using your shield to stroll up to fast or hard hitting bosses and enemy mechs and shotgun then charge melee then shotgun and it literally stuns everything, where the fast legs gives an extra stun by burst kick, where it cycles all 4 abilities just primo with the shield helping with timing. Where IF you wanna go Bloodborne, you can use song bird for the stun lock. only time I say switch is using a lazer for shoulder for shielded enemies.
my favorite build is: missile launchers on both hands, those that look like a box (they are soo overlooked and yet they turn out to be the most useful missile weapon of them all, i even managed to beat ibis soo easily thanks to those) and for the shoulders the heavy laser shootguns, at close they do tremendous damage and thanks to the fire rate you can shoot up to 3 times during an active stagger. For the AC itself i found myself just using the ac you unblock after getting the good ending, the one walter used in his boss fight. Finished NG plus in just 3 hours with that build to get the bad ending so im on my way to the 3rd one to get the real ending.
For every arena fight I just spammed missiles while dodging and if the opponent started dodging faster on their second half, punching is a good way to get guaranteed stun lock cheese
You need to beat chapter 3 for stun needle launcher......Everyone complaining is struggling with early bosses
My Main Setup for my Playthroughs was the Laser Lance with the other Pile Driver Melee along with the JVLN Alpha and a Song Bird. Great for Bosses and ACs. The Laser Lance is just too Good for getting in close for follow up attacks and it'll usually Stagger if you catch ACs at the Start. Id Put on a Multi Lock on rocket if dealing with lots of Enemies in a certain mission. I tried other Guns and such but once you find that Setup you like, its over 😂
This game has had my attention and progressed so much since my sixth grade year. Go back and check out the first one in comparison there is a place in my heart for some pure Armored Core!!! I'm truly amazed at how far it's came, the aesthetics and that good sense of " MSG". Nothing but love for it! ONE MORE THING, if someone ever could make this an anime show, phew my god lol
I built something similar to the shotgod but with SMGs instead of shotguns, and I somehow managed to fit it all on a rather light generator (but if I swap out basically any part for any other I go over EN load limit)
Dual zimmerman shotguns with dual plasma shoulder cannons makes a complete joke of the vast majority of PvE encounters and missions, and works really well against the less mobile bosses. Works fine in PvP as well
can confirm for cel240. the three punch almost ONE SHOTS
quad legs 2 sting weapons and 2 gatlings
step 1 : move close
step 2 : use stings to stun
step 3 : take half to 100% of the enemies life in one combos
I like how your builds are based off of the evangelion and gundam mechs
first one could do with dual tri barrel miniguns on the shoulders instead of the songbirds, it absolutely shreds
I used the duel shotgun, duel stun needle build and the V2 snail balteus boss first try after struggling for a day or so. Thanks
Awesome builds. Some look like the parts aren't unlocked until after chapters. Are these runs for S tier completions?
I found that Bullet Storm is a tiny bit more AFKbrained with the LG-022T Bornemizza treads, particularly vs bosses like enforcement system
Thumbs up for the EVA colors. Just need a NERV decal.