this is actually pretty tame since older game let you do wackier stuff like make one side of your AC heavier so you can turn that direction faster yes that was a thing
I got AC6 the day it came out. Never played an AC game before. For a week I was stuck on the first level, couldn’t kill the helicopter so I gave up. I got heavily into Ultrakill afterwards and that game taught me a lot about movement and tenacity. Came back to AC6 a few days ago and have already beaten it. I think this video should be featured on the main menu of the game. It has helped me do much. Thank you.
I know this is pedantry, but the term "rocket" is often reserved for unguided RPG projectiles in context with the series. Although missiles are technically guided RPGs, the terminology is divided in the AC community between rockets (unguided RPGs) and missiles (guided RPGs) to streamline discussions about weapon categories. I look forward to watching the rest of the video, but my nerd nerves demanded that I share that detail. To quote, "Forgive me." ~Jack O'
Ahhhh, I had to re-watch that section, you're totally right. That's what happens when you record and edit footage until 6am for weeks at a time haha :)
This is great. Listened to one half on the way to work and then the second half on the way home. It's good enough on the audio portion that I don't need the visuals to understand. One thing that I would add (unless I missed it) is another reason to hard lock. It locks the orientation of your AC to always face your opponent. Soft locking makes it so that your AC will quick turn to face the direction of travel or direction of fire. This can cause huge decelerations if trying to go in opposite directions or add delays to firing weapons because your AC has to turn to face your target. This is my major reason for not using soft lock, but you've sold me even further on hard lock. Thanks!
I am absolutely blown away at the amount of information in this video that I did not know. I have beaten the game 3 times and acquired most of the parts, I have gone through a whole bunch of deep dives into the game mechanics on TH-cam and Reddit throughout my entire time playing this game, and I have done my own fair share of testing in the practice area when building AC's. And yet despite all of that, I was still able to learn a pretty astounding amount of new things from this video. Great content all around, and I hope that this video gets more views in the future. It definitely deserves it for the quality that it is
I agree that even videos by the top AC6 TH-camrs fail to really go into the deep nitty gritty as to why they use what part, maybe they’ll say “oh I picked this one because of its high blah blah or maybe they’ll say “oh this core interacts with the generator in such a way, I did the math but I won’t get into it” but few go into detail how and why they picked each Individual part and how they ALL interact. I’m in ch4 of NG+ (depths 2) and am finally really really really starting to spend hours switching and testing parts like I never have before, reading the help descriptions of each stat, etc, really squeezing out every inch of practicality that I can out of certain builds. Like there have been times when I’ve tried to have as little EN load under capacity as possible, or try and squeeze out as much load as I can. One time I came within 20 points of my capacity and found a build im super happy with. But I’m still looking for my own meta meta build that I’m super proud of and happy with as my play style and skills grow and change. So I’m really excited to sit in on this master class bro thank you!!! Sorry for the run on sentences
thank you for the impressive effort made to create this video, definitely the best in depth analysis of the game mechanics you can find on youtube. Sad to see that you did not end up making part 2 about weapon mechanics, understandable given the hours of work it must take to make something like this.
Thank you for all the research, I've been wanting to create a bunch of spreadsheets on FCS data but have been too busy with work, so thanks again for coming up with the formula for it, I'll be looking over it quite a bit.
Man, I feel like I just sit in a class learning about the university level of knowledge for that game and its awesome! But... my dude shows up with all that math and science stuff and Zimerman goes Brrr and doesn't care about how smart you are in PVP lol
Haha, this is pretty true for a lot of builds for sure! The best thing about this knowledge though, is that it should still be completely or partially applicable to the next iteration as well, whenever FROM gives it to us :D
Thank you very much for taking the time to put together such an exceptional video. The information here is comprehensive, accessible, and beautifully narrated. I have spent hours in-game testing a lot of these systems but have struggled to confirm my suspicions without access to a video editor or data mining studio. The formulas included in this video will save me countless hours of experimentation, leaving more time for testing and practice :) Could I please ask that you take a look at firing stance in your next video about weapon stats? I have noticed that firing stance is not an all-or-nothing mechanic, but rather a sliding scale that determines how kickback from weapons affects your movement speed. Using bipedal legs and firing EARSHOT appears to keep your speed at 0 for longer than firing MAJESTIC. Using tetrapod legs and firing EARSHOT will reduce your speed to 0 for a short time, while firing MAJESTIC will reduce your speed but not to 0. Using hover mode (tetrapod legs) and firing EARSHOT will slow you down but not to 0. I can't tell if this is a simple hard-coded mechanic related to leg type, or if there is a hidden 'kickback' formula that determines whether you stop / how long you stop / how much you are slowed down by heavy weapon fire. I would be really interested to know how this system works, and how it relates to boost speed / weight / leg type. Once again, thank you for your wonderful contribution to the community. - A New Subscriber
Hello! Thanks for such great feedback, I'm glad you enjoyed it! Stance firing time is definitely on my list for the weapon video. Life has been extremely busy for me heading into the holiday season, so part 2 won't be out for a while yet. I am hoping to have it out early in the new year :)
This is by far the best AC build video on YT and it’s not even close. Thank you so much for the well thought out and extremely educational video. I started this at work and 2:44 seconds in have realized that this will need full undivided attention so I will continue at home this afternoon before I try and beat CEL 240 for the 20th time
You can actually negate the stun from landing when overburdened by bunny-hopping (pressing the jump button right before landing), or quick-boosting right before landing. The window for each is slightly different.
The idea I’m about to propose would somewhat nullify the fun/learning process of building ones AC but I can’t help but wonder what an “auto optimization of parts for XYZ stat” builder function would do for people. Games like Nier Automata and certain other JRPGs (white knight chronicles being another off the top of my head) have a feature that lets you optimize ALL your gear/skills for offensive/balanced/defensive capabilities. But for AC6 if I could say, optimize my build for having the highest energy weapon defense, or QB speed….idk. Maybe that would trivialize things AND I absolutely love just sitting in the garage and watching my stats change as I swap parts but, for beginners I think it could be super helpful. Maybe FromSoftware doesn’t wanna hold peoples hands that much 😂
First off, thank you so much for making this, I learned a LOT At 33:17, I'm not sold on your conclusion that the Basho firearm control penalty when using the Occelus FCS is insignificant. Just looking at the data on screen: NACHT 104 11 frames Tian-Qiang 88 14 frames Wrecker 41 24 frames Basho 80 21 frames So using the Basho arms, it will take twice as long to lock on at 100m using the Occelus FCS (compared to NACHT) I guess you can argue that it's only 10 frames, but it's still double the time. Even going from the Tian-Qing to Basho is a 1.5x multipier to your lock-on time -- which is actually really surprising to me when the displayed tracking value is only going 88 -> 80; I would have expected something closer to a 1.1x multiplier. Taking a double Viento / melee punish build as an example, I think I have enough reason to consider other arms besides Basho. Because sure that extra 25% melee damage, light weight, and good stats are hard to beat ---- but 25% more damage is not worth missing some of the viento shots, failing to stagger, and getting punished. The Ephemera, VP-46D, and VP-46S arms are all very tempting.
Hm. That said, there might have been a typo in the data for Basho frames. Using y = (90-(9/10)*90)*(100/TT) for those four arms/Occelus FCS combo, the Basho frame-by-frame data is way out of line NACHT 11 vs 8.5 Tian-QInag 14 vs 10 Wrecker 24 vs 22 Basho 21 vs 11 If the truth data is 11 frames, then everything makes a lot more sense and I no longer have any reason to dislike the Basho arms.
That is a very strong argument for sure, I can definitely see where you're coming from. I wish From gave us a good second choice for melee arms, basho is just so far ahead its crazy!
Engineering strategies B tier : Eh the stats look alright ill use it and test it alongside other weapons to see how i like it A tier : I have the spreadsheets out so i know exactly whats the best and how to optimize my weapon loadout to maximize DPS S tier : PB-033M Ashmead + fist
This video EPIC thank you so much for all the time you put into this!! Was looking for a much more in depth guide than the surface level explanations that everyone else explains/you can literally read in the game. Phenomenal work, subscribed
Thanks for doing all the work. It's kind of amusing that understanding AC stats requires a lecture on it. I find it impressive how all that comes together and gives a sense of build variety with noticeable change. The most obvious to me is how different legs work completely differently and on top of that tanks have thrusters built into it. Once I unlocked the different types of legs I was very surprised and impressed since I kind of thought that regular ol' legs with different stats on them is all there will be.
As an added edit the only feedback I can give ( and this might to, if possible) add a simplified explanation for things that have more data/math. I assume most people are here for all that and you clearly did a good job, however, the simpleton that I am some things just went over my head despite being there plain to see. The supply recovery delay was the one that I understand what it does and there is a specific calculation to now the seconds it takes but it would be nice if there was a shorthand way about what makes it better and worse. (And as a side note, is there a setup where using up your EN to redline and start recovery faster/better that stopping just short of it?) Granted, I'll be the first one to admit that it might just be me being too lazy to engage in math so it might be a mute point that's not helpful if at all understandable. Regardless, thanks for reading through.
I haven't seen discussed, but in AC4A I've seen the same thing happen, FCS "unlocked" is better for large weapon as they fire at the target and not towards the acceleration of the target. Easy way to mess with someone with zooks or grenades is to wiggle or qb side to side. If it's locked on, the weapon will try to predict where the opponent is going. While if you are not locked, you will fire dead center hitting them. I have had decent success with the zooks in the ranked with that knowledge as slower FCS helps keep it from fully locking to quickly.
Having not entirely finished the campaign, I feel like Ibis is a softlock for newbies to fully grasp a more mobile opponent and to counter it. I ragequit after so many attempts, getting it to it's second phase and dying just around half of it's second health pool, but upon realizing some things and many errors I think the answer lied in what I chose in parts/upgrades and how I decided to fight. ...The biggest thing for this game is that it's hard to find a mech build that felt comfortable, I always kept switching things around to fit the mission, and such a tactic as that I think cheated me out of perfecting and honing a skillset than a crutch against a programmed or oversized enemy. Since I've got many of these videos in my recommended I think I ought to give it another go. Might still be frustrating but at least I'd have more info and a fresh start.
Thank you for the excellent breakdown. Mind that older players of AC will be confused when you call missiles rockets. Rockets, in older games, were manually aimed straight-firing projectiles.
I have a few questions I hope you can answer. 1. When trying to lock on using soft lock does the distance from center matter for how many frames it takes to lock on? 2. How accurate does one have to be with tracking to get the best possible lock on time? 3. When using soft lock, does the amount of time spent not on target affect (reduce) the amount of frames it takes to lock on once you do get on target? Using one entry from your chart as an example, line 3, green, Nacht, Occelus, soft lock on target = 4 frames, soft lock off target = 21 frames. If I spend 11 frames off target (about half), then go on target, do I then lock on in 4 or in 2 frames? Also, if I spent 20 frames off target and then go on target does it take 1 frame to lock on? Thanks for the video, it was amazing!
Hey glad you liked it :) For #1 amd #2, I'm pretty sure it's discrete, the hitbox of the enemy needs to overlap the large targeting circle to be considered on target. #3, I believe this is the case yes, that time spent off target reduces the lockon time if you move to on target. It's likely stored and modified as a %. I hope this helps, once again I'm glad you enjoyed the video, more to come in the new year :)
Great video, only question I have I thought I noticed different was: For booster's upward EN consumption stat - is based on altitude distance and not burn time. As in someone may think if a booster has more upward thrust it would require less time to travel to needed height and save energy. Think I noticed Over Boost however works the opposite where you want both low energy consumption stat and a faster OB thrust to equate to most distance traveled per energy consumption. Happy to hear for someone like yourself if I missed something as I not near study the effects of these as much as yourself and be wrong.
One thing that was not mentioned in this is actually a VERY brief invulnerability period in Pulse Armor. I've hit people directly with the KRSV and it did no damage to them on a VERY specific frame, it seems there is a period in which AP becomes invulnerable to damage, but the Pulse Armor has not yet been applied, resulting in no damage. It does not seem to work if the active frames of the attack linger for a significant period of time, so it's mostly apparent on charged laser and linear rifle shots. Pulse armor and Terminal armor both do this, but Pulse Armor's is much harder to use. This is also how sometimes you can pulse armor at the perfect frame to ignore the first two hits of Assault Armor, and then null the damage and stagger of Assault armor. It is not consistent, it's extremely hard to pull off especially with any form of latency, consider it more of an RNG thing.
I also wish the targeting curser changed colors depending on whether your opponent is in your ideal range or not. Like I can visualize on screen what 120 meters looks like Vs 200. I can obviously tell if something is further away or close but I feel like the effective middle range is hard for me to track. Like how do I know if they suddenly go into long range or from medium come into short range? There’s probably just meters of difference between whether I track them accurately or not
I think that is a solid idea, having the cursor be a different color for each bracket. Maybe red for close, Orange for medium, and yellow for long range. Maybe as a mod or in a future iteration :)
This is the only way you could really consciously manage your distance beyond going by feel. It would make life easy that's for sure. Distance in this game is gonna change so rapidly that for now, for me both close range and mid range are a must for fluid dual use with long range only being used in niche setups.
i prefer the feel approach, if i understand correctly the three main ranges have intermediary zones that act more as a gradient than hard cut offs. The way From designed the information to be always available but not easily accessible i believe is intentional. Having a readout tell you when you are in optimal range would make the game easier i agree, however doing so would subtract more than it adds from the overall experience.
Or changing the distance font colors. Just overall wish there was a bit of ui customization like some of the older AC games, getting a bit older, that dam small font and color choice.....@@TylerDoesGaming
Really great breakdown on everything! A few things definitely opened up my eyes on the significance and insignificance of some things I've been using with builds. Like the difference between attitude recovery at varying values being not as big as I thought. One thing regarding the ACS anomaly I've been wondering about is how much napalm bomb would do per direct hit rather than the lingering fire after the hit for a build I've recently started to mess with
Had to investigate for this answer, I overlooked putting it in the video! It's 100 status direct hit, and 50 status ticks. Ticks occur every 0.3s. I hope this helps!
Truly terrific video! Most in depth overview of mechanics in AC6 that I've come across. Would love to see your FCS tracking sheets if you don't mind sharing them! Thanks for all your work on this! Must've taken a long time
Hey! I'm glad you liked the video! Regarding the FCS data, what you see in the video is pretty much the extent of it. What I did to ensure good data was run each test 4 times, since I noticed early on there were occasional anomalies (pretty sure it might be fps or network related, hard to tell). This is what I was referring to when I mentioned the on screen data was a sample of the total data. I hope this clears things up! I can share the final sheet if you like!
@@TylerDoesGaming Thank you so much! I appreciate how thorough you were with data collection! Would definitely still love the sheet, even if that's basically the extent, but no worries if not! Happy to copy down what you have in the video if that's easier for you! Keep up the great work!
This is fantastic info, thank you so much! Might be interesting to make a followup video in how all this info would be applied in pratice for making archtypical mechs (like a bipedal lightweight dual-trigger ac, tetrapod laser ac, heavy-firepower tank ac, etc) or how you design your upcoming mech in steps using the information from the video. The raw data is facinating and the examples on screen are great, it's a tad hard for me to apply in pratice without more examples.
That recoil recovery delay is the root of all evil. If it's not some kind of hard-coded engine quirk then it should be removed because doing so would make double trigger builds way more viable without going super-heavy.
Algorithm fed this to me so you must be on the right track. I do have a sub to meeps channel but I don't look up build guides or anything cus it's just nothing I don't already know. It's safe to say I couldn't know all of this. You and your assistant better be getting paid for your time cus this is saleable quality info compiled in a clear well formatted report. As for the impact it will have on my builds personally "probably" not much due to weight and EN limitations, but I will be revisiting this video as time allows to slowly pour over it all and it will affect my decisions to use one frame part vs another in the same weight category beyond aesthetic quality.
Heya! No doubt most people with A LOT of experience may learn something, but it probably won't affect too many of their builds. That's just the nature of the systems at play. However, the first step to mastering is understanding, and I'm just getting started on this series of videos! Weapon stats breakdown is next, might be a few build affecting details in the next one! :D
@@TylerDoesGaming Would have saved me weeks of trial and error to get to where I am now though if I'd had this when I first started haha. Plus I still learned quite a bit.
First off, how does this doesn't have much more views. You where definitely right this changed the way I wanna build my ACs in a way that I am now much more aware of what the trade offs are and at which point for what. This was a long watch as I watched several times and I am amazed at the effort you put into this. Below are some points that I either didn't understand or wanted to ask some questions on, they might serve as a topic for the next video or some clarification addon. 12:33 Didn't quite get the formula here. Given that 500 AP is the base that every AC has for system recovery, the stat itself is a modifier for that, does that mean that for example 100 System recovery will mean no modification to the stat or? 28:21 This part is confusing as to what does a "Close range fcs" mean as some fact have a both stats high for example does that mean that for every FCS Range Assist above a certain number the time to lock on will be the same? 31:02 These break ranges need more details. From this it seems that there are two "Middle Ranges" and that there is a empty range between 250 and 270. 33:35 Not being a math nerd I kind of don't understand this one is it (90 - (9/10)*x)*(100/z) ? Well done man, it was a great video looking forward for the next ones! ^_^
Hey glad you liked it, I'll try to answer your questions! 1) yes, 100 would mean you have presicely 500 status defense. 2) oo yah good spot, I missed the sub range between 250 and 270, that's the linear shifting bracket between mid range and long range. 3) yep! That's correct! Keep in mind this is an approximation created using the frame analysis data. Sorry for the delay, I hope this answers your questions!
The video was fantastic! Please know that if you continue to do more after any updates that we’ll be looking out for it! The info about recoil and dual firing Vs stagger firing was important for my particular build(B rank and up) I run a Mind Beta Head, Nacht core/leg, Basho arms with Alula, San-Tai, and Ocellus. Dual Coquillett, Dagger, double split missiles. I’ve been trying to figure out if it was worth more DPS to rapid alt fire due to opponents who could dodge a double shot, Vs dual firing since I have a 7 round chamber. I’m sure shotguns based builds have the same question.
Glad you liked the video! I would say the pistol fire rate is definitely fine for dual firing (instead of staggering). I think the gains in recoil will more than make up for the potential loss from dodges.
tbf to the wrecker arms, they work perfectly fine on a shell + explosive thrower or flamethrower gunboat. theyre super niche though and i dont think youd ever wanna use them in high level pvp lol
Yes absolutely it can. This is due to the stun animation occurring based on your current downward speed when hitting the ground. The distance you need to fall before this occurs get smaller and smaller the more overburdened you become.
Even though I'm done with the game, I learned some neat things! Thanks for this deep dive, and especially the visualisation. Will you be publishing a text version of this at some point for better reference?
Tanks are still much too op in pvp. Its just unfair and not fun at all when you're oppenent is able to survive 4-5 staggers with full burst while you get oneshot by two shoulder cannons splash damage. Its just bullshit. The fact that they can carry every weapon too, makes it unplayable for light Ac's. Sure you can be lucky and dodge every shot but you are always on the edge, while the tank is calmly spamming his triggers, without the fear to get oneshot. They really have to do something about this. But I love the game and hope they will bring more AC stuff in the future!
I cant believe you've made me watch 33:36 minutes of this fucking bullshit before letting me know you're Canadian of all things!!! CANADIAN!!! All jokes aside briliant work, mate! Earned a Sub.
Hey Tyler i love the video, i was wondering if you had links to any of the datamined sources on system recovery, base status, and status per hit. I am working on a database for amored Core 6, and I'm trying to find the values datamining but cannot find the ones you referenced and wondered if you had a source. this would help me finish up a lot, also any other sources you have.
Hey I'm glad you enjoyed the video! Not at my pc to check at the moment but assuming you are using a regulation file reader, the base status should be an attribute on head pieces in the equip item params. Status per hit is a property on the weapons, either in bullet param or equip param. You should be able find the correct params using the values I've given. I hope this helps! Looking forward to whatever DB you come up with, sounds like a great project!
Great breakdown. I’m not sure I agree with the FCS lock time equation though. When you plug in Occelus and basho stats you get a lock time of 11.25 frames rather than the 21 of your earlier data. Maybe I’m mathing wrong…
Thanks! Yes it's been pointed out that basho/ocellus is a bit of an outlier from the rest of the data. I've been meaning to re-examine it in game, but I haven't yet taken the time to do so.
Thanks for the quick response. Sorry if someone else mentioned this first but figured engagement is good for algorithm regardless and your rigorous analysis was super welcome.
I highly appreciate your video! I plan to use this when building out my custom arena of mechs. Are you playing on console or PC? I'm still looking for others who would like to participate in "climbing my wall" lol
Not sure if there's some weird math with the recoil control, but when I try to put in the stats for the minigun, it turns into a divide by zero scenario. (1 - 0.05 * 20) is just 1 - 1. Although, even the wrecker arms can't handle the recoil of a single minigun.
Outstanding! The FCS section could've been a video on its own. Thank you for putting in the work and sharing it with us. A minor correction: it seems that the chart meant for the NGI booster at 43:18 was replaced by the SPD booster's chart which was already shown at 42:45. Also, "Zed. Yes, I'm Canadian. Sorry." That's basically just saying you're Canadian 3 times :D
I get that this is late, but I'm not convinced by what you said about coral generators affecting expansions. First off, I don't think coral assault armor gets PA interference. If someone uses normal pulse armor and you use normal AA, the pulse armor is immediately stripped before the AA impact goes through, making it a prime counter to PA. But with coral generators, AA no longer staggers (or does any impact) to the opponent AC despite it still deleting PA, leading me to believe that the initial blast with PA interference is not present on coral AA. Likewise, using normal AA against coral PA only takes out about 2/3 of the PA, leading me to believe that coral PA is not affected by PA interference. I love the research you did for this video and the information here is invaluable, but I have had too many experiences with these expansion interactions to agree with you on this point, and I'd hate for there to be an inaccuracy here.
The base defense against anomaly is 500. The system recovery stat on heads is a multiplier for it. So depending on your head you may have much less or much more than 500. Different weapons apply status damage against that defense. Bad cooks deal 30 status damage each time they hit. I hope this helps! I'll see about legs when I have a moment but I think the penalty is the same.
@@TylerDoesGaming I know in past AC games tanks had a perk where they suffered less from overweightness. I did some testing and i see that ACS Anomaly works kind of like Poison in Elden Ring, once the bar is full it triggers the effect which lasts like 5 seconds, but if you continue applying burn the status stays triggered. Do you know exactly what the ACS Anomy status does? I know it is supposed to make ACs easier to stagger, but have you come across any hard numbers? Thank you for replying.
23:20 This has to be wrong. The kick hitbox for the RJ legs is small and the kick hitbox for the Tetra legs is far wider than biped. What does angle mean in this context if it’s not radius?
Heya! The attack angle I believe is in degrees. This parameter can be found in the regulation.bin file under AtkParam_PC, 752 (tetrapod legs:kick), hit1:fanHitBoxSizeAngle 55) This was nerfed in 1.3.1, as well as the impact values for tetra legs. If I recall correctly, it was 85 before the nerf. I hope this helps!
Just to check, does this mean that if you’re using a weapon with more than 20 shots per second, you shouldn’t care about recoil control in arms at all, or is it just less impactful than it j’le be with other weapons?
That's right. During the firing period (holding the button down), there is no effect of recoil control for weapons at 20 fire rate. There is one benefit though, in that higher control will reset the reticle slightly faster. Whether that's useful is up to you! I hope this helps :)
Instructions unclear, air conditioner now shooting lasers
"Instructions unclear" I cry 😝
Idk sounds like you're doing it right to me
Man this feels like an actual college math class, you really need an engineering degree to truly understand and engineer your AC. Amazing video!
Thanks very much! I'm glad you enjoyed it!
this is actually pretty tame since older game let you do wackier stuff like make one side of your AC heavier so you can turn that direction faster
yes that was a thing
@@Z-000R0I want stabilisers to come back for more fashion...
The FCS segment should be its own video. This is groundbreaking research.
I love u discoh
I put this video in my “sleepytime” playlist so I can try to absorb this information “Mozart baby” style
I got AC6 the day it came out. Never played an AC game before. For a week I was stuck on the first level, couldn’t kill the helicopter so I gave up.
I got heavily into Ultrakill afterwards and that game taught me a lot about movement and tenacity. Came back to AC6 a few days ago and have already beaten it.
I think this video should be featured on the main menu of the game. It has helped me do much. Thank you.
I know this is pedantry, but the term "rocket" is often reserved for unguided RPG projectiles in context with the series. Although missiles are technically guided RPGs, the terminology is divided in the AC community between rockets (unguided RPGs) and missiles (guided RPGs) to streamline discussions about weapon categories. I look forward to watching the rest of the video, but my nerd nerves demanded that I share that detail. To quote, "Forgive me." ~Jack O'
Ahhhh, I had to re-watch that section, you're totally right. That's what happens when you record and edit footage until 6am for weeks at a time haha :)
That's actually not just for AC as a series. Even IRL rockets are unguided, and missiles are guided, that is their specific difference
Ngl, I’ve built for aesthetics since AC1 and it’s never let me down. :D
And there's never anything wrong with that :D
Red makes it go faster
Haha factz
Amazing breakdown - Even after beating the game 100%, I learned a lot here, great job and keep it up bro :)
Thanks man, I'm glad you liked it and learned something!
came here for FCS explanations , was not disappointed
This channel needs so many more subscribers, this is high quality stuff! Im glad someone explained all the nitty gritty math!
Hey! I'm glad you enjoyed it! More to come as I find the time :)
This is great. Listened to one half on the way to work and then the second half on the way home. It's good enough on the audio portion that I don't need the visuals to understand.
One thing that I would add (unless I missed it) is another reason to hard lock. It locks the orientation of your AC to always face your opponent.
Soft locking makes it so that your AC will quick turn to face the direction of travel or direction of fire. This can cause huge decelerations if trying to go in opposite directions or add delays to firing weapons because your AC has to turn to face your target.
This is my major reason for not using soft lock, but you've sold me even further on hard lock. Thanks!
Ah yes, another excellent reason for hard lock of course, thank you! I'm glad you enjoyed the video :)
I am absolutely blown away at the amount of information in this video that I did not know. I have beaten the game 3 times and acquired most of the parts, I have gone through a whole bunch of deep dives into the game mechanics on TH-cam and Reddit throughout my entire time playing this game, and I have done my own fair share of testing in the practice area when building AC's.
And yet despite all of that, I was still able to learn a pretty astounding amount of new things from this video. Great content all around, and I hope that this video gets more views in the future. It definitely deserves it for the quality that it is
Wow, what a treasure trove of information! This must've taken forever, thank you so much!
Thanks I'm glad you liked it!
This should be top result you should get on TH-cam when you trying to find explanations of your AC parts. Great video!
Thanks I'm glad you liked it!
I agree that even videos by the top AC6 TH-camrs fail to really go into the deep nitty gritty as to why they use what part, maybe they’ll say “oh I picked this one because of its high blah blah or maybe they’ll say “oh this core interacts with the generator in such a way, I did the math but I won’t get into it” but few go into detail how and why they picked each Individual part and how they ALL interact. I’m in ch4 of NG+ (depths 2) and am finally really really really starting to spend hours switching and testing parts like I never have before, reading the help descriptions of each stat, etc, really squeezing out every inch of practicality that I can out of certain builds. Like there have been times when I’ve tried to have as little EN load under capacity as possible, or try and squeeze out as much load as I can. One time I came within 20 points of my capacity and found a build im super happy with. But I’m still looking for my own meta meta build that I’m super proud of and happy with as my play style and skills grow and change. So I’m really excited to sit in on this master class bro thank you!!! Sorry for the run on sentences
Chhright has entered the chat 🤨
For the shoulders not being affected by recoil the two exceptions are Shao-wei and the pulse launcher
Thanks I was wondering that
Part two please! This is amazing. Thank you so much.
thank you for the impressive effort made to create this video, definitely the best in depth analysis of the game mechanics you can find on youtube.
Sad to see that you did not end up making part 2 about weapon mechanics, understandable given the hours of work it must take to make something like this.
Extremely valuable material here presented super clearly. You’re an excellent organizer and explainer. Appreciate all your hard work
Thank you so much! I'm glad you liked it!
Me watching this knowing full well the only builds I’m making will just be gundams
Thank you for all the research, I've been wanting to create a bunch of spreadsheets on FCS data but have been too busy with work, so thanks again for coming up with the formula for it, I'll be looking over it quite a bit.
Awesome I'm glad you liked it! I hope you find the info useful!
Man, I feel like I just sit in a class learning about the university level of knowledge for that game and its awesome!
But... my dude shows up with all that math and science stuff and Zimerman goes Brrr and doesn't care about how smart you are in PVP lol
Haha, this is pretty true for a lot of builds for sure! The best thing about this knowledge though, is that it should still be completely or partially applicable to the next iteration as well, whenever FROM gives it to us :D
I am gonna build ACs the whole day thanks for your work :)
Thank you very much for taking the time to put together such an exceptional video. The information here is comprehensive, accessible, and beautifully narrated.
I have spent hours in-game testing a lot of these systems but have struggled to confirm my suspicions without access to a video editor or data mining studio. The formulas included in this video will save me countless hours of experimentation, leaving more time for testing and practice :)
Could I please ask that you take a look at firing stance in your next video about weapon stats? I have noticed that firing stance is not an all-or-nothing mechanic, but rather a sliding scale that determines how kickback from weapons affects your movement speed. Using bipedal legs and firing EARSHOT appears to keep your speed at 0 for longer than firing MAJESTIC. Using tetrapod legs and firing EARSHOT will reduce your speed to 0 for a short time, while firing MAJESTIC will reduce your speed but not to 0. Using hover mode (tetrapod legs) and firing EARSHOT will slow you down but not to 0.
I can't tell if this is a simple hard-coded mechanic related to leg type, or if there is a hidden 'kickback' formula that determines whether you stop / how long you stop / how much you are slowed down by heavy weapon fire. I would be really interested to know how this system works, and how it relates to boost speed / weight / leg type.
Once again, thank you for your wonderful contribution to the community.
- A New Subscriber
Hello! Thanks for such great feedback, I'm glad you enjoyed it!
Stance firing time is definitely on my list for the weapon video. Life has been extremely busy for me heading into the holiday season, so part 2 won't be out for a while yet. I am hoping to have it out early in the new year :)
This is by far the best AC build video on YT and it’s not even close. Thank you so much for the well thought out and extremely educational video. I started this at work and 2:44 seconds in have realized that this will need full undivided attention so I will continue at home this afternoon before I try and beat CEL 240 for the 20th time
Hey I'm glad you liked it! Thanks for the high praise!
You can actually negate the stun from landing when overburdened by bunny-hopping (pressing the jump button right before landing), or quick-boosting right before landing. The window for each is slightly different.
The idea I’m about to propose would somewhat nullify the fun/learning process of building ones AC but I can’t help but wonder what an “auto optimization of parts for XYZ stat” builder function would do for people. Games like Nier Automata and certain other JRPGs (white knight chronicles being another off the top of my head) have a feature that lets you optimize ALL your gear/skills for offensive/balanced/defensive capabilities.
But for AC6 if I could say, optimize my build for having the highest energy weapon defense, or QB speed….idk. Maybe that would trivialize things AND I absolutely love just sitting in the garage and watching my stats change as I swap parts but, for beginners I think it could be super helpful. Maybe FromSoftware doesn’t wanna hold peoples hands that much 😂
Reverse joints have always been my favorite even back in the PS2 days. The kicks in this game are so satisfying
First off, thank you so much for making this, I learned a LOT
At 33:17, I'm not sold on your conclusion that the Basho firearm control penalty when using the Occelus FCS is insignificant.
Just looking at the data on screen:
NACHT 104 11 frames
Tian-Qiang 88 14 frames
Wrecker 41 24 frames
Basho 80 21 frames
So using the Basho arms, it will take twice as long to lock on at 100m using the Occelus FCS (compared to NACHT)
I guess you can argue that it's only 10 frames, but it's still double the time.
Even going from the Tian-Qing to Basho is a 1.5x multipier to your lock-on time -- which is actually really surprising to me when the displayed tracking value is only going 88 -> 80; I would have expected something closer to a 1.1x multiplier.
Taking a double Viento / melee punish build as an example, I think I have enough reason to consider other arms besides Basho. Because sure that extra 25% melee damage, light weight, and good stats are hard to beat ---- but 25% more damage is not worth missing some of the viento shots, failing to stagger, and getting punished.
The Ephemera, VP-46D, and VP-46S arms are all very tempting.
Hm. That said, there might have been a typo in the data for Basho frames.
Using y = (90-(9/10)*90)*(100/TT) for those four arms/Occelus FCS combo, the Basho frame-by-frame data is way out of line
NACHT 11 vs 8.5
Tian-QInag 14 vs 10
Wrecker 24 vs 22
Basho 21 vs 11
If the truth data is 11 frames, then everything makes a lot more sense and I no longer have any reason to dislike the Basho arms.
That is a very strong argument for sure, I can definitely see where you're coming from. I wish From gave us a good second choice for melee arms, basho is just so far ahead its crazy!
@@tomc.5704 Interesting, I'll have to recapture and check those numbers again in game!
Well for what it's worth, one of if not the best lightweight players ramenrook uses basho/occellus/vientos with melee.
13:33 i would like to object this statement because if you look down while mid air, it IS a sphere. Not a cone
Finally, an AC-building compendium. Thank you!
Bro this is like AC University TY so much
I can tell you have a true love for the game
Engineering strategies
B tier : Eh the stats look alright ill use it and test it alongside other weapons to see how i like it
A tier : I have the spreadsheets out so i know exactly whats the best and how to optimize my weapon loadout to maximize DPS
S tier : PB-033M Ashmead + fist
Huge fan of this video. Well done!
All the maths!
Amazing work
Thanks! Glad you liked it!
This video EPIC thank you so much for all the time you put into this!! Was looking for a much more in depth guide than the surface level explanations that everyone else explains/you can literally read in the game. Phenomenal work, subscribed
Thanks for doing all the work. It's kind of amusing that understanding AC stats requires a lecture on it. I find it impressive how all that comes together and gives a sense of build variety with noticeable change. The most obvious to me is how different legs work completely differently and on top of that tanks have thrusters built into it. Once I unlocked the different types of legs I was very surprised and impressed since I kind of thought that regular ol' legs with different stats on them is all there will be.
As an added edit the only feedback I can give ( and this might to, if possible) add a simplified explanation for things that have more data/math. I assume most people are here for all that and you clearly did a good job, however, the simpleton that I am some things just went over my head despite being there plain to see. The supply recovery delay was the one that I understand what it does and there is a specific calculation to now the seconds it takes but it would be nice if there was a shorthand way about what makes it better and worse. (And as a side note, is there a setup where using up your EN to redline and start recovery faster/better that stopping just short of it?) Granted, I'll be the first one to admit that it might just be me being too lazy to engage in math so it might be a mute point that's not helpful if at all understandable. Regardless, thanks for reading through.
I haven't seen discussed, but in AC4A I've seen the same thing happen, FCS "unlocked" is better for large weapon as they fire at the target and not towards the acceleration of the target. Easy way to mess with someone with zooks or grenades is to wiggle or qb side to side. If it's locked on, the weapon will try to predict where the opponent is going. While if you are not locked, you will fire dead center hitting them. I have had decent success with the zooks in the ranked with that knowledge as slower FCS helps keep it from fully locking to quickly.
Having not entirely finished the campaign, I feel like Ibis is a softlock for newbies to fully grasp a more mobile opponent and to counter it. I ragequit after so many attempts, getting it to it's second phase and dying just around half of it's second health pool, but upon realizing some things and many errors I think the answer lied in what I chose in parts/upgrades and how I decided to fight.
...The biggest thing for this game is that it's hard to find a mech build that felt comfortable, I always kept switching things around to fit the mission, and such a tactic as that I think cheated me out of perfecting and honing a skillset than a crutch against a programmed or oversized enemy.
Since I've got many of these videos in my recommended I think I ought to give it another go. Might still be frustrating but at least I'd have more info and a fresh start.
I cannot believe the scan is not 360°, scandalous
Right? I was shocked when I found out. It seems so wrong!
Thank you for the excellent breakdown.
Mind that older players of AC will be confused when you call missiles rockets. Rockets, in older games, were manually aimed straight-firing projectiles.
I have a few questions I hope you can answer.
1. When trying to lock on using soft lock does the distance from center matter for how many frames it takes to lock on?
2. How accurate does one have to be with tracking to get the best possible lock on time?
3. When using soft lock, does the amount of time spent not on target affect (reduce) the amount of frames it takes to lock on once you do get on target?
Using one entry from your chart as an example, line 3, green, Nacht, Occelus, soft lock on target = 4 frames, soft lock off target = 21 frames. If I spend 11 frames off target (about half), then go on target, do I then lock on in 4 or in 2 frames? Also, if I spent 20 frames off target and then go on target does it take 1 frame to lock on?
Thanks for the video, it was amazing!
Hey glad you liked it :)
For #1 amd #2, I'm pretty sure it's discrete, the hitbox of the enemy needs to overlap the large targeting circle to be considered on target.
#3, I believe this is the case yes, that time spent off target reduces the lockon time if you move to on target. It's likely stored and modified as a %.
I hope this helps, once again I'm glad you enjoyed the video, more to come in the new year :)
Beautiful breakdown.
Much appreciated, I'm glad you liked it!
Great video, only question I have I thought I noticed different was:
For booster's upward EN consumption stat - is based on altitude distance and not burn time.
As in someone may think if a booster has more upward thrust it would require less time to travel to needed height and save energy.
Think I noticed Over Boost however works the opposite where you want both low energy consumption stat and a faster OB thrust to equate to most distance traveled per energy consumption.
Happy to hear for someone like yourself if I missed something as I not near study the effects of these as much as yourself and be wrong.
One thing that was not mentioned in this is actually a VERY brief invulnerability period in Pulse Armor. I've hit people directly with the KRSV and it did no damage to them on a VERY specific frame, it seems there is a period in which AP becomes invulnerable to damage, but the Pulse Armor has not yet been applied, resulting in no damage. It does not seem to work if the active frames of the attack linger for a significant period of time, so it's mostly apparent on charged laser and linear rifle shots.
Pulse armor and Terminal armor both do this, but Pulse Armor's is much harder to use. This is also how sometimes you can pulse armor at the perfect frame to ignore the first two hits of Assault Armor, and then null the damage and stagger of Assault armor.
It is not consistent, it's extremely hard to pull off especially with any form of latency, consider it more of an RNG thing.
I also wish the targeting curser changed colors depending on whether your opponent is in your ideal range or not. Like I can visualize on screen what 120 meters looks like Vs 200. I can obviously tell if something is further away or close but I feel like the effective middle range is hard for me to track. Like how do I know if they suddenly go into long range or from medium come into short range? There’s probably just meters of difference between whether I track them accurately or not
I think that is a solid idea, having the cursor be a different color for each bracket. Maybe red for close, Orange for medium, and yellow for long range. Maybe as a mod or in a future iteration :)
This is the only way you could really consciously manage your distance beyond going by feel. It would make life easy that's for sure. Distance in this game is gonna change so rapidly that for now, for me both close range and mid range are a must for fluid dual use with long range only being used in niche setups.
i prefer the feel approach, if i understand correctly the three main ranges have intermediary zones that act more as a gradient than hard cut offs. The way From designed the information to be always available but not easily accessible i believe is intentional. Having a readout tell you when you are in optimal range would make the game easier i agree, however doing so would subtract more than it adds from the overall experience.
The reticle literally says the distance from the target
Or changing the distance font colors. Just overall wish there was a bit of ui customization like some of the older AC games, getting a bit older, that dam small font and color choice.....@@TylerDoesGaming
Really great breakdown on everything!
A few things definitely opened up my eyes on the significance and insignificance of some things I've been using with builds. Like the difference between attitude recovery at varying values being not as big as I thought.
One thing regarding the ACS anomaly I've been wondering about is how much napalm bomb would do per direct hit rather than the lingering fire after the hit for a build I've recently started to mess with
Had to investigate for this answer, I overlooked putting it in the video! It's 100 status direct hit, and 50 status ticks. Ticks occur every 0.3s.
I hope this helps!
@@TylerDoesGaming Thank you so much for taking the time to look at that! Helps out with my thought process on the build! :D
Thank you for teaching me how to Mech,
Now I can Mech for lifetime!
Truly terrific video! Most in depth overview of mechanics in AC6 that I've come across. Would love to see your FCS tracking sheets if you don't mind sharing them! Thanks for all your work on this! Must've taken a long time
Hey! I'm glad you liked the video!
Regarding the FCS data, what you see in the video is pretty much the extent of it.
What I did to ensure good data was run each test 4 times, since I noticed early on there were occasional anomalies (pretty sure it might be fps or network related, hard to tell). This is what I was referring to when I mentioned the on screen data was a sample of the total data.
I hope this clears things up!
I can share the final sheet if you like!
@@TylerDoesGaming Thank you so much! I appreciate how thorough you were with data collection! Would definitely still love the sheet, even if that's basically the extent, but no worries if not! Happy to copy down what you have in the video if that's easier for you! Keep up the great work!
Good sir, you're a madman
Invaluable information here. I am staggered. Thank you sir!
This is fantastic info, thank you so much! Might be interesting to make a followup video in how all this info would be applied in pratice for making archtypical mechs (like a bipedal lightweight dual-trigger ac, tetrapod laser ac, heavy-firepower tank ac, etc) or how you design your upcoming mech in steps using the information from the video. The raw data is facinating and the examples on screen are great, it's a tad hard for me to apply in pratice without more examples.
All in due time! That's the plan :)
I'm glad you liked the video :)
Such a underrated video
That recoil recovery delay is the root of all evil. If it's not some kind of hard-coded engine quirk then it should be removed because doing so would make double trigger builds way more viable without going super-heavy.
subbed in case part 2 drops at some point. outstanding density of knowledge and very clear presentation!
I don’t math well but I did learn something thanks
Looking forward to the weapon breakdown
exceptional video, thanks for putting it together
Time to whip out the pen and paper to commit this to memory
Amazing content, thank you so much!
Glad you enjoyed it!
Algorithm fed this to me so you must be on the right track. I do have a sub to meeps channel but I don't look up build guides or anything cus it's just nothing I don't already know. It's safe to say I couldn't know all of this. You and your assistant better be getting paid for your time cus this is saleable quality info compiled in a clear well formatted report.
As for the impact it will have on my builds personally "probably" not much due to weight and EN limitations, but I will be revisiting this video as time allows to slowly pour over it all and it will affect my decisions to use one frame part vs another in the same weight category beyond aesthetic quality.
Heya! No doubt most people with A LOT of experience may learn something, but it probably won't affect too many of their builds. That's just the nature of the systems at play.
However, the first step to mastering is understanding, and I'm just getting started on this series of videos! Weapon stats breakdown is next, might be a few build affecting details in the next one! :D
@@TylerDoesGaming Would have saved me weeks of trial and error to get to where I am now though if I'd had this when I first started haha. Plus I still learned quite a bit.
First off, how does this doesn't have much more views. You where definitely right this changed the way I wanna build my ACs in a way that I am now much more aware of what the trade offs are and at which point for what. This was a long watch as I watched several times and I am amazed at the effort you put into this.
Below are some points that I either didn't understand or wanted to ask some questions on, they might serve as a topic for the next video or some clarification addon.
12:33 Didn't quite get the formula here. Given that 500 AP is the base that every AC has for system recovery, the stat itself is a modifier for that, does that mean that for example 100 System recovery will mean no modification to the stat or?
28:21 This part is confusing as to what does a "Close range fcs" mean as some fact have a both stats high for example does that mean that for every FCS Range Assist above a certain number the time to lock on will be the same?
31:02 These break ranges need more details. From this it seems that there are two "Middle Ranges" and that there is a empty range between 250 and 270.
33:35 Not being a math nerd I kind of don't understand this one is it (90 - (9/10)*x)*(100/z) ?
Well done man, it was a great video looking forward for the next ones! ^_^
Hey glad you liked it, I'll try to answer your questions!
1) yes, 100 would mean you have presicely 500 status defense.
2) oo yah good spot, I missed the sub range between 250 and 270, that's the linear shifting bracket between mid range and long range.
3) yep! That's correct! Keep in mind this is an approximation created using the frame analysis data.
Sorry for the delay, I hope this answers your questions!
@@TylerDoesGaming
No problem at all thank you for taking the time to answer them!
The video was fantastic! Please know that if you continue to do more after any updates that we’ll be looking out for it! The info about recoil and dual firing Vs stagger firing was important for my particular build(B rank and up)
I run a Mind Beta Head, Nacht core/leg, Basho arms with Alula, San-Tai, and Ocellus. Dual Coquillett, Dagger, double split missiles.
I’ve been trying to figure out if it was worth more DPS to rapid alt fire due to opponents who could dodge a double shot, Vs dual firing since I have a 7 round chamber. I’m sure shotguns based builds have the same question.
Glad you liked the video!
I would say the pistol fire rate is definitely fine for dual firing (instead of staggering). I think the gains in recoil will more than make up for the potential loss from dodges.
tbf to the wrecker arms, they work perfectly fine on a shell + explosive thrower or flamethrower gunboat. theyre super niche though and i dont think youd ever wanna use them in high level pvp lol
super helpful thanks
Tyler your insight is helpful
If I rig a mech with C4, they can Blast for the rest of there life!
hate to be this guy but *their
I’m going to give the benefit of the doubt and assume it auto corrected lol
You are literally the only person who cares about grammar.
Gundam Wing episodes in a nutshell😂
Same energy as "Give a man a fish, he's fed for a day. Set a man on fire and he'll be fed for the rest of his life"
49:40 The “stun” could be negated by QBing right *before* you land.
Yes absolutely it can. This is due to the stun animation occurring based on your current downward speed when hitting the ground. The distance you need to fall before this occurs get smaller and smaller the more overburdened you become.
33:37 So Canadian, he has to apologize for it. Have you checked your coffee stream for blood and maple syrup levels, yet? lol.
Great video, anything change in 1.06?
Appreciate the info man. Subbed
Dats a lotta numbers
amazing job!
Thank you!
You're welcome! I'm glad you liked it :)
this was so cool!
awesome video, thanks man! subbed
Great job!!!
Thanks very much, I'm glad you liked it!
Even though I'm done with the game, I learned some neat things! Thanks for this deep dive, and especially the visualisation.
Will you be publishing a text version of this at some point for better reference?
I hadn't really planned on it, but I am open to the idea. Was there some parts in particular you had in mind?
well thought out video, nice job
Thanks! I'm glad you liked it :)
Tanks are still much too op in pvp. Its just unfair and not fun at all when you're oppenent is able to survive 4-5 staggers with full burst while you get oneshot by two shoulder cannons splash damage. Its just bullshit. The fact that they can carry every weapon too, makes it unplayable for light Ac's. Sure you can be lucky and dodge every shot but you are always on the edge, while the tank is calmly spamming his triggers, without the fear to get oneshot. They really have to do something about this. But I love the game and hope they will bring more AC stuff in the future!
I still make my AC by what I think looks cool
And there will never be anything wrong with that! :D
All i know is i have 55 builds saved, 30 unique/honest builds, 10 V2 preset builds, 12 cosplay builds and 3 salty builds
Ah, the "Play everything because this game is AWESOME strategy!" Everyone can respect that haha 😄
I cant believe you've made me watch 33:36 minutes of this fucking bullshit before letting me know you're Canadian of all things!!! CANADIAN!!!
All jokes aside briliant work, mate! Earned a Sub.
Hey Tyler i love the video, i was wondering if you had links to any of the datamined sources on system recovery, base status, and status per hit. I am working on a database for amored Core 6, and I'm trying to find the values datamining but cannot find the ones you referenced and wondered if you had a source. this would help me finish up a lot, also any other sources you have.
Hey I'm glad you enjoyed the video! Not at my pc to check at the moment but assuming you are using a regulation file reader, the base status should be an attribute on head pieces in the equip item params. Status per hit is a property on the weapons, either in bullet param or equip param. You should be able find the correct params using the values I've given.
I hope this helps! Looking forward to whatever DB you come up with, sounds like a great project!
The scan animation not matching the effect like that is really frustrating, why give it a bubble animation if it's not a bubble.
Great breakdown.
I’m not sure I agree with the FCS lock time equation though. When you plug in Occelus and basho stats you get a lock time of 11.25 frames rather than the 21 of your earlier data. Maybe I’m mathing wrong…
Thanks! Yes it's been pointed out that basho/ocellus is a bit of an outlier from the rest of the data. I've been meaning to re-examine it in game, but I haven't yet taken the time to do so.
Thanks for the quick response. Sorry if someone else mentioned this first but figured engagement is good for algorithm regardless and your rigorous analysis was super welcome.
@@One_Beeyond thanks very much, I'm glad you liked it :)
I highly appreciate your video! I plan to use this when building out my custom arena of mechs.
Are you playing on console or PC? I'm still looking for others who would like to participate in "climbing my wall" lol
I play on PC :)
This entire time I thought it said altitude stability
Oof
What a goat
Not sure if there's some weird math with the recoil control, but when I try to put in the stats for the minigun, it turns into a divide by zero scenario. (1 - 0.05 * 20) is just 1 - 1. Although, even the wrecker arms can't handle the recoil of a single minigun.
Heya! Yes, due to the hu-ben being unable to be recoil controlled the formula doesn't work for them!
Did you say Masturbuilder?
Outstanding! The FCS section could've been a video on its own. Thank you for putting in the work and sharing it with us.
A minor correction: it seems that the chart meant for the NGI booster at 43:18 was replaced by the SPD booster's chart which was already shown at 42:45.
Also, "Zed. Yes, I'm Canadian. Sorry." That's basically just saying you're Canadian 3 times :D
Ahh nice catch, yes I've put the wrong chart there, I hope the the ideas are still clear.
Glad you enjoyed the video!
@@TylerDoesGaming It was great. Looking forward to the upcoming weapon vid!
I get that this is late, but I'm not convinced by what you said about coral generators affecting expansions. First off, I don't think coral assault armor gets PA interference. If someone uses normal pulse armor and you use normal AA, the pulse armor is immediately stripped before the AA impact goes through, making it a prime counter to PA. But with coral generators, AA no longer staggers (or does any impact) to the opponent AC despite it still deleting PA, leading me to believe that the initial blast with PA interference is not present on coral AA. Likewise, using normal AA against coral PA only takes out about 2/3 of the PA, leading me to believe that coral PA is not affected by PA interference. I love the research you did for this video and the information here is invaluable, but I have had too many experiences with these expansion interactions to agree with you on this point, and I'd hate for there to be an inaccuracy here.
Wait why is pulse armor only “cosmetic” when using a coral generator? So you mean it literally doesn’t defend you from anything?
Sorry for the confusion! The change in color is only cosmetic, but the defensive value is the same as regular pulse armor.
I am still not completely clear how ACS Anomaly works, can you explain in detail? Also, can you analyze the overweight penalties among each leg type?
The base defense against anomaly is 500.
The system recovery stat on heads is a multiplier for it. So depending on your head you may have much less or much more than 500.
Different weapons apply status damage against that defense. Bad cooks deal 30 status damage each time they hit.
I hope this helps!
I'll see about legs when I have a moment but I think the penalty is the same.
@@TylerDoesGaming I know in past AC games tanks had a perk where they suffered less from overweightness.
I did some testing and i see that ACS Anomaly works kind of like Poison in Elden Ring, once the bar is full it triggers the effect which lasts like 5 seconds, but if you continue applying burn the status stays triggered. Do you know exactly what the ACS Anomy status does? I know it is supposed to make ACs easier to stagger, but have you come across any hard numbers?
Thank you for replying.
Heya, happy to help!
ACS Anomaly status increases impact damage by 50%!
@@TylerDoesGaming thank you Tyler, you are an asset to the community!
Based (this comment is for the algorithm)
23:20
This has to be wrong. The kick hitbox for the RJ legs is small and the kick hitbox for the Tetra legs is far wider than biped. What does angle mean in this context if it’s not radius?
Heya!
The attack angle I believe is in degrees.
This parameter can be found in the regulation.bin file under AtkParam_PC, 752 (tetrapod legs:kick), hit1:fanHitBoxSizeAngle 55)
This was nerfed in 1.3.1, as well as the impact values for tetra legs. If I recall correctly, it was 85 before the nerf.
I hope this helps!
New subscrib
Just to check, does this mean that if you’re using a weapon with more than 20 shots per second, you shouldn’t care about recoil control in arms at all, or is it just less impactful than it j’le be with other weapons?
That's right. During the firing period (holding the button down), there is no effect of recoil control for weapons at 20 fire rate.
There is one benefit though, in that higher control will reset the reticle slightly faster. Whether that's useful is up to you!
I hope this helps :)
@@TylerDoesGaming very, thanks, and thanks for the awesome video:)