I would note that the Gridwalker has a shockingly good melee thrust. If you are turned off by the Kikaku's lackluster performance in categories besides melee thrust, but you still want a good lunge, the Gridwalker is a great pick.
They are also hands down the best quad-leg hover boosters I've tested. I can stay in the air for nearing a full minute when pairing them with a strong generator(especially the 2nd tier coral), and rain incredible amounts of damage down on missions without needing to come down for recharges.
@@CodenameMoodin my experience it is actually really good for chase down playstyles, especially because the direct counter to a melee player is flying up. The vertical thrust of the Gridwalker lets melee builds counterplay the counter!
@@rz3264 I don't think I've ever ran into that issue because of my playstyle. I try not to play in neutral relying on quickboosting for evasion. When I play rushdown I Assault Boost into them while using the Assault Boost's dodge to bait shots before knocking out the opponent's ACS with melee and kicks. If the opponent is smart and knows what to do, they will go up to try and evade melee, as going away horizontally will only get them assault boost kicked again or hit by a melee weapon's sweep.
other boosters: _exist_ Me: 'Guess I'll use alula on everything' at least I've seen KIKAKU, BUERZEL and GILLS in action, might keep them in mind, esp something like BUERZEL can be useful for some missions like Breach the Karman Line
Something that he didn’t mention that is important to keep in mind is that each booster also has a “QB Ideal Weight” stat that basically determines how soon you meet the weight threshold for a booster and take a penalty for using it. A lightweight booster will have amazing base stats, but will get a large penalty in how often you can quick boost and the speed of all your boosts compared to a heavyweight one that has worse base stats but won’t scale against your builds weight. It could still be worth having the Alula, but the “Ideal Weight” stat is easy to miss.
Honestly alula, gills and NGI 001 are my favorites. Alula on my full nachtreiher, gills on my medium reverse joint (still 320 boost/qb at low cd) to still be fast enough to keep up with those in the 340-350 range but more flexible and able to make quick and minor adjustments (I'm basically a mosquito with that one in terms of movement and annoyance factor) and the NGI 001 for my heavy (90-100k weight) tetrapod bruiser.
The SPD's focus on boost speed makes it ideal for builds that want to 'strafe' without quickboosting for optimal combat performance, such as builds running rapid-fire weapons or shields, where quickboosting disrupts these. This is basically the backbone of the Shield + dual Stun Gun build you may have seen in PvP, but I also run these boosters with Machineguns in PvE missions.
I do think there's certain offhands that aren't as affected, like the redshift and moon blades, the coral oscilator charge attack, plasma thrower, maybe even laser lance
@@JosephRoach1 yeah it doesn’t matter really for the plasma thrower and moonlight blades, however it can make it harder to land the lance charge and it feels like it shortens the charge distance
I have been trying the Institute Ephemera AC build (the one with double Aurora) and the Gills are pretty fun to use, especially because it doesn’t use anything on the left hand except Moonlight. So, perhaps a full Moonlight build could utilize Gills.
Just a warning for chainsaw users: if you use a booster with too high of a melee boost stat, the charged hit will end up working itself over your opponent’s head. I’d recommend a booster with a good mix of efficiency and boost, such as the BST-G2/PO4. Hope this helps
@@CodenameMoodI’d rather not have to space too much when I’m managing my stagger, their stagger, and making sure I’m playing the close range mind games properly with melee cancelling and all of that. Once you release the full charge it’ll do some whacky shit if you have too much melee thrust. Also, once you plan to use the chainsaw elevation is very important. Stagger, match elevation, then attack. I’ve had the best luck playing it like that. PS get your enemy close to stagger and then charge the chainsaw. It reflects damage and you can still quick boost while maintaining your full charge
yup, ran into this problem running gridwalkers on a kasuar leg chainsaw build. Ended up swapping to the ashmeade and figured out a nice kick/charged strike/kick combo with boost cancels. Ended up running chainsaw on a tankier version of the same build with NG001 boosters and it's been working well so far. Didn't know the charged chainsaw deflected damage though, great tip!
Also to note, quick boost speed shown on stat isn't a plain speed by itself, it is rather an addition to the boost speed you have, so it is fine for having a quick boost speed lower than the boost speed.
I would add that the BST/SPD boosters are good for ACs that want to keep performing actions without having to interrupt it with quick boost. Like keeping the scutum active, or cycling through rapid fire weapons to never stop firing. They're my favorite boosters.
Great breakdown but friendly advise for next time is that you use visual representation of the part you're talking about, I think generally ppl don't memorize a part's name but instead how it looks like. And that's coming from a long time AC player, only boosters I know by name is the BUERZEL and the KIKAKU and that last one is cuz I use it wait too often and their name is simple to remember.
Agree. A screenshot of the stat spread maybe as well, there's some parts I know by their stats. I have no idea what the assault boost thrusters are called or look like, but I know that stat page when I see it.
I like to play heavy builds, my go too is usually the BST-G2/P06SPD because it provide the highest speed, you can keep up with lighter build if they try to run away.
Excellent breakdown. You saved me so much time understanding the general ideas for each piece very well. Please do more like this! I wish I had more time to play and this helps spend less time tinkering and more time sctually enjoying my machine of mass destruction. 😅
IMO Alulu should be treated as the default only deviating if you have a specific usecase in mind, they are very well rounded coming in at 2nd place in multiple stats simultaneously, with the only noteworthy deficiency being the EN drain of vertical flight, but other boosters that are good at this pay heavy penalties in all other stats. The vertical drain can also be somewhat circumvented by instead assault boosting with an upward angle you will acheive similar if not slightly better height per second at almost half the energy drain giving you a booster with almost no weaknesses.
I find the jump from reverse joints also help alleviate the vertical stats of the alula. If I want full flight I'm inclined to use tetra legs or the floaty tank
I actually disagree. The Alulu has a very low weight threshold which negatively impacts QB recharge speed iirc. even medium weight builds push right through their threshold. They should be the default IF you can under their threshold but not the default in general
@@stephangg000 - it does, but it's not drastic; the weight threshold for Alula is 62,400, but even going to like 68k weight only lowers the QB reload to .40 or .45 which is still faster than a few others. There's a heavier booster I'm fond of with a weight threshold of 76k and it's reload is .50 You need to go up to about 80k weight to make the Alula's QB unusable in my opinion, it's doubled at that weight.
As someone who is also a massive fan of lightweight builds (most of my builds use the Nachtreiher or katsura legs for a reason) it is important to also consider the generator you pair with your boosters. after all, the gills are great for dodging, but they can eat into your energy for it, so may want to ask yourself about the downtime you'll give yourself. I generally prefer Alulla, although the Kikau I have used on a lightweight melee that really makes it shine. At the end of the day, the best AC build, is one of synergy between the parts, and the strategy you have in mind. Also, as a result, anything can be countered. few things are directly worse or better in the game, but it depends on the situation. Oftentimes what you find is as Mood sort of touched on, different things are better for different strategies. I really like the laser slicer or laser dagger for a lightweight melee. and a stun baton is quite powerful if the rest of your kit is built for electricity. Of course, some things are more situational or versatile than others, so consider that. Either way, I am glad there is this video to help people understand their options! TL;DR each part synergies in different ways. and has pros and cons. Also I am glad this video is here. keep up the amazing work!
I’ve found that the Gridwalkers are surprisingly accommodating for a *boost addiction* . They can synergize with an acrobatic playstyle, efficient highspeed engagement/disengagement, maintaining a close distance for close range weapons, and can cover enough melee distance for QB to cooldown and cancel your attack. I highly recommend experimenting with them so long as you *do not panic dodge* as well as strafe left-right to optimize your evasion
I struggled for a long time looking for which boosters to equip on my quadruped before deciding on the GRIDWALKER. The QB isn't great, but QB all too often interrupts my heavier weapons firing times so I was looking for something with high regular thrust, which is decent. But more importantly, while it's not the most EN efficient, the fast upward thrust gets me to a good hovering height quickly enough that I still have a decent enough amount of energy to hang there for a while.
Love the p04 boosters, wtih the right generator I can dash around like a madman with a medium build almost never running out of energy. Also while gills and others are similar however further inspection shows they use more energy to dance around and qb ideal weight also tends to be lower.
Used the Alula almost exclusively during my through my first playthrough. Then I found the V20B generator and had to really pay attention to not just weight but EN output. Generally been sticking with the Gridwalker for decent speed and aerial advantage.
After your melee tier video I made a build with the stun baton and it works pretty well actually. Once you get the ads overload you can kick/charge melee at least twice in a row usually for about 10k damage with the secondary damage of the stun baton. I was surprised to find it so easy to do with a reverse joint build.
Very straight forward to the point to what they do, I have to absorb all this information for a friend of mine xD (he has ADHD so I sometimes gotta do things for him or else he’s prob not gonna play the game or whatever lol)
the stat of importance for the P10 thrusters is how low the EN load is on it making VE-20B builds often has you fall back onto it if you run expensive energy weapons
Nooo! 😢 You walked back the Stun Baton... It is, in fact, pretty good. Your tier list actually gave me more confidence to use it. It's certainly not the best opener, but the cooldown is best (second to Laser Dagger) and comboing after an opener that staggers does a ton of damage, not to mention the discharge build up. I do think it requires an opener and it is situational, but I've had good moments in pvp (and pve easily).
I didn't walk back on it, I still think it's S tier by potential. I blame the netcode for making it unusable, it's just so buggy and barely hits sometimes. But if it works, it's S tier, hands down.
Indeed, I think many people dislike it due to the fact that it's situational. however, you are right, it is not the best opener but is a good lightweight option for some damage and pressure. I personally am just not the best at it, but in PVE it is great at S-ranking things.
I wass only using Alula before, but because I usually favor reverse joints, I don't QB often enough to take advantage of the hop that the legs give when you QB to warrant the low cooldown. So I changed to the IB-CO38, better QB distance because of the higher duration and have a great upward thrust making pretty fun to jump and fly up prerty fast.
The P10 has a use case in some RJ builds. It has super low EN cost on quickboosts and you get to offset the poor quickboost performance with jump distance giving you a surprising amount of sustained mobility. It also saves you a decent chunk of EN load and weight as well which is more useful on RJs than anything else.
Might be a weird application but plasma thrower for me seems to work better than most melee when playing on a laggier server with dodge registration issues mayhaps since you don't gotta' actually hit them in the face. Not contending much a point, but making a note for people wondering about it since I use it constantly!
This is like the seventh time I find out I have been doing something wrong in this game, I have beaten the game 3 times got all the endings and did every mission and never really put much thought into boosters, I just looked at the one with the highest speed boost and chose it
I have learned to simply use Alula at all times and if you can't make it work for you then change something else because mobility is just that important unless you are so heavy that only the SPD will do
Gridwalkers I find to be perfect pairing for Kasuar leg ultra lightweights. They provide high boost speed, I belive 3rd or 4th highest, behind things like the SPD and Alula, while having the best upwards thrust. Relatively medicore QB speed and reload, but that doesn't matter as much with RJ side jump compensating for it. It lets you abuse verticality and quickly create space or close tha gap, since it also has either 2nd or 3rd highest melee lunge thrust too. It's only weakness is if you find yourself hovering high in the air vs a long range laser/missile build, since mid-air QBs are not the greatest
The question is is there a “hard cap” on speed since QB speed is also affected by jump perfomance of your legs One thing I know I made a lance build that goes 1000mps? Max speed
I like to discuss a little bit more about Kikaku and the right choice for a melee build... The melee thrust makes no sense, but, even mastering the melee dash cancel, is worth the lack of other stats? I tried many times and the difference in playstyle is huge but... I can't take a decision
I don't think I've used any booster aside from the Alula for the entire game, except maybe a couple of times. If I build right, I can use all heavy weapons and still keep my boost speed and QB speed around 330 and 365 respectively. I'm sure there are probably better options for some of the builds I use, but I can't convince myself to drop it for anything else. I see those top speeds go down and my brain panics lol.
as a chainsaw user myself, i can tell you that it's merely a skill issue. simply keep the weapon charge till you ACS overloaded the ennemy and then use, like you would a pilebunker otherwise.
I still haven't quite able to find the right booster for my VE-42A based heavy biped build (90000 - 100000 weight). For pve the Alula worked quite fine because it pretty much solved its slow speed issue even if the QB reload is abysmal (doesn't really need spamming QB in pve anyways), but in pvp I'm basically a stationary target that doesn't have the tanky nature of an actual tank.
STOP COMEMNTING ABOUT THIS GAME, I DON'T PLAY IT ANYMORE NOR DO I MAKE CONTENT ON IT RAAAAAAAAAAAAAAAAH ..Nothing happens. Boosters having a high weight capacity just means they don't lose out on stats if your AC is heavier, so it's kind of unnecessary to put it on a lightweight AC when the lighter options tend to have better stats.
ayo, So with the new update the Zimmerman isint usable on your build now atleast for the 1 2 punch that it is however the sweet sixteen still achieves the same effect
I've been favoring the NGI 001, they're not the most efficient for vertical thrust, but they do it damn well on a medium weight. Solid performance otherwise.
Somewhat relevant to this, I'm confused by the movement stats on tank treads... The thing is, how are you meant to compare your mobility with the tank legs with anything ELSE? You don't GET any kind of mobility/movement speed stat on leg parts as far as I can see, and comparing directly to a booster doesn't seem to work either. I don't think we even have an overall movement speed stat on the AC stats page. Am I misunderstanding?
I agree, it would be nice if the tank stats showed booster stats like older AC games did. I currently just use the "total stat" page when figuring out tank speeds. Look at what it does to your total speed stat and the total weight/energy reserve stats. Its not the best option but it works for me.
You have an overall speed stat on the screen the wheelchair legs has the best speed in the game of course downside it has mid performance on almost everything except its QB EN consumption
@@lesslighter Is that directly equivalent to the tank leg speed stat? What we need is an overall speed stat for the AC that would update when you select new equipment, just like everything else.
A lightweight specialist, I respect that. I tend to like a mid-light agile frame, myself, so I opt for the NGI 001, or the P06. However, Allula and Gills are my go-to's for lightweight builds. What, did you think I only play one build? Most of the hours I spend playing this game are building mechs. My goal to make a functional build with EVERY part.
Dual gats and dual solo micro missles, think my total weight is 72tons so i think its midweight? idk, use the gills with the heavy boi generator and pretty much full offensive and scare players off with my strafing moves, rarely run out of energy.
I've been experimenting for a minute and I play a lightweight with EN efficient parts that ends up being closer to medium because of the weight of my gun choices and am having trouble deciding on a booster/generator combo. I drift between the 2 lightest cores also. Anyways my top priority is being able to "quick boost when I need to" I hate bottoming out EN to the point where coral generators end up not being the best for me. I don't like ever being unable to quick boost or having to recharge... Suggestions? Booster/Generator.
I'd say use the Ling-Tai Generator for its incredible EN recharge speed + the Gills booster for their amazing QB reload time as well as their low QB EN consumption.
I'm currently attempting to create a lightweight assassin build using the laser dagger and experimenting with different weapons combinations and boosters. The strategy I'm wanting to do is stagger the enemy at range then go in for the kill with the dagger if there's any parts and/or weapon recommendations they'd be appreciated.
I have a build like that I've been playing, I'd recommend any of the handguns if you're going for stagger. I've been using the viento or the basic handgun. for boosters I'd recommend the alula. another thing make sure your supply efficiency stat doesn't suck, lightweight builds can be very EN heavy and can make your energy regen super slow. so I'd recommend one of the Dafeng generators like the san-tai, and if you have extra weight maybe putting on a core with good output adjust.
I ran into a guy that would dagger 3 hit combo into a kick to kill me from like 4Kish health and it was brutal. Can’t remember what he was using to set that up though.
Use the Viento, it fits an assassin build and it's a stagger machine. Ideally you'll want to use two vientos and then switch to the dagger on your back to punish stagger.
I’m running dual Ducketts with a dagger only, I flop around san tai and one of the blue gens, because of the higher speed, honestly can’t tell what benefits me more. With san tai I have boost for days, but it feels like my boosts are shorter? I don’t run a right shoulder weapon. Melander 3 arms, Raven head, Nacht legs and core. I can’t tell if I want more speed or defense, but I’m just stressed I’m not boosting efficiently.
I wanna do a lightweight melee build with laser weapons its been working well with pve but i wanna know if i could use the helmet VE-44B with it to increase my target range A build where i weaken them from afar and close the distance fast to finish them with my high melee damage is what i wanna do is that realistic?
@@ShiniDoesDubz Then doing melee is gonna be hard as tetrapods are not build for melee at all! Unless you use the Lance or Plasma Thrower that is. But even then, you can't have a mid-long range build with a close range weapon in mind usually. I say give it a go, see what you come up with!
I feel like I see the trueno’s basically never hit, vs songbirds will hit every time they should. I dunno what they were like before, but they never felt strong and the nerf seems unneeded
100% flail best melee in game, well not really but its so fun to use. osc tricks + butta + moonlight are just better picks moonlight does more damage more radius and longer range, BUT it does look like a yoyo and stun like a truck hit u.
There's an interesting video of a Korean player using a build with a chainsaw getting some mean wins with the insane damage output it does. Consistent? No idea as I haven't used melee online myself, but looks very fun
Double Trouble is really good for stagger punishes. I used Zimmerman and Pilebunker to stagger Ibis and then finished it off with Double Trouble for a damn near one shot.
Hey i was wondering, when you are rating how good you think things are. Is it primarily for 1v1's? Unfortunately in my experience a lot of builds i like to use and have success in while playing 1v1s are pretty shit in 3v3 lol
@@CodenameMood but that's the fun of 3v3. It's like smash Brothers. 1v1 no items if you're serious, but you can break that up with some crazy BS and have a ton of fun.
The only booster I knew by name was the 12345's lol.
They can cross-reference it, but I really should have used images, hahah.
guy who named it was drunk at the time lol
@@Corusamehe was high on coral i think
@@memebot4320 Doser special.
@@CodenameMoodit's surprisingly good for being made by high off there ass dosers
I would note that the Gridwalker has a shockingly good melee thrust. If you are turned off by the Kikaku's lackluster performance in categories besides melee thrust, but you still want a good lunge, the Gridwalker is a great pick.
They are also hands down the best quad-leg hover boosters I've tested. I can stay in the air for nearing a full minute when pairing them with a strong generator(especially the 2nd tier coral), and rain incredible amounts of damage down on missions without needing to come down for recharges.
I didn't mention it because gridwalkers do not particularly fit a chasedown melee style, as they are usually used to fly up.
@@CodenameMoodin my experience it is actually really good for chase down playstyles, especially because the direct counter to a melee player is flying up. The vertical thrust of the Gridwalker lets melee builds counterplay the counter!
Gridwalker have awful quickboost reload, so it's more suited for missile boat build.
@@rz3264 I don't think I've ever ran into that issue because of my playstyle. I try not to play in neutral relying on quickboosting for evasion. When I play rushdown I Assault Boost into them while using the Assault Boost's dodge to bait shots before knocking out the opponent's ACS with melee and kicks. If the opponent is smart and knows what to do, they will go up to try and evade melee, as going away horizontally will only get them assault boost kicked again or hit by a melee weapon's sweep.
other boosters: _exist_
Me: 'Guess I'll use alula on everything'
at least I've seen KIKAKU, BUERZEL and GILLS in action, might keep them in mind, esp something like BUERZEL can be useful for some missions like Breach the Karman Line
Something that he didn’t mention that is important to keep in mind is that each booster also has a “QB Ideal Weight” stat that basically determines how soon you meet the weight threshold for a booster and take a penalty for using it. A lightweight booster will have amazing base stats, but will get a large penalty in how often you can quick boost and the speed of all your boosts compared to a heavyweight one that has worse base stats but won’t scale against your builds weight.
It could still be worth having the Alula, but the “Ideal Weight” stat is easy to miss.
You can cancel animation with pulse blades if you equip kikaku boosters
@@theinfinitydie1582 I simplify that by saying "it fits to light - medium - heavy build, but I really should have specified it, you're correct.
@@CodenameMood Ye, no worries, I just wanted to make sure people knew where that info was coming from/how it applied. 👌
Honestly alula, gills and NGI 001 are my favorites. Alula on my full nachtreiher, gills on my medium reverse joint (still 320 boost/qb at low cd) to still be fast enough to keep up with those in the 340-350 range but more flexible and able to make quick and minor adjustments (I'm basically a mosquito with that one in terms of movement and annoyance factor) and the NGI 001 for my heavy (90-100k weight) tetrapod bruiser.
The SPD's focus on boost speed makes it ideal for builds that want to 'strafe' without quickboosting for optimal combat performance, such as builds running rapid-fire weapons or shields, where quickboosting disrupts these.
This is basically the backbone of the Shield + dual Stun Gun build you may have seen in PvP, but I also run these boosters with Machineguns in PvE missions.
Keep in mind the Gills have abysmal melee boost, I think it’s the worst in the game. Don’t use it if you want to use melee openers
I do think there's certain offhands that aren't as affected, like the redshift and moon blades, the coral oscilator charge attack, plasma thrower, maybe even laser lance
@@JosephRoach1 yeah it doesn’t matter really for the plasma thrower and moonlight blades, however it can make it harder to land the lance charge and it feels like it shortens the charge distance
The gills are the AC4A boosters (melee wasnt very good in 4a)
So does this stat at all affect kicking? Or the melee stat on arms? Wouldn't think so but stranger things have happened. Because I only kick.
I have been trying the Institute Ephemera AC build (the one with double Aurora) and the Gills are pretty fun to use, especially because it doesn’t use anything on the left hand except Moonlight. So, perhaps a full Moonlight build could utilize Gills.
Just a warning for chainsaw users: if you use a booster with too high of a melee boost stat, the charged hit will end up working itself over your opponent’s head. I’d recommend a booster with a good mix of efficiency and boost, such as the BST-G2/PO4. Hope this helps
Didn't know the big was tied to melee thrust, great info!
@@CodenameMoodI’d rather not have to space too much when I’m managing my stagger, their stagger, and making sure I’m playing the close range mind games properly with melee cancelling and all of that. Once you release the full charge it’ll do some whacky shit if you have too much melee thrust. Also, once you plan to use the chainsaw elevation is very important. Stagger, match elevation, then attack. I’ve had the best luck playing it like that.
PS
get your enemy close to stagger and then charge the chainsaw. It reflects damage and you can still quick boost while maintaining your full charge
yup, ran into this problem running gridwalkers on a kasuar leg chainsaw build. Ended up swapping to the ashmeade and figured out a nice kick/charged strike/kick combo with boost cancels. Ended up running chainsaw on a tankier version of the same build with NG001 boosters and it's been working well so far.
Didn't know the charged chainsaw deflected damage though, great tip!
Im closin inon a sraggered dude and i go overhis head like "a little off the top?"
Also to note, quick boost speed shown on stat isn't a plain speed by itself, it is rather an addition to the boost speed you have, so it is fine for having a quick boost speed lower than the boost speed.
True but knowing this highlights the reason why Alula is always the right booster
great breakdown thanks for that. only wishes for pics with each booster. Great work man keep it up, love your guides
I like Gridwalker for S-ranking missions (speedruns), Gills for Arena/PvP and Alula for lightweight speed (chase down helicopters)
I would add that the BST/SPD boosters are good for ACs that want to keep performing actions without having to interrupt it with quick boost.
Like keeping the scutum active, or cycling through rapid fire weapons to never stop firing.
They're my favorite boosters.
Great breakdown but friendly advise for next time is that you use visual representation of the part you're talking about, I think generally ppl don't memorize a part's name but instead how it looks like.
And that's coming from a long time AC player, only boosters I know by name is the BUERZEL and the KIKAKU and that last one is cuz I use it wait too often and their name is simple to remember.
Yeah I had to open up the game to see which boosters he was talking about
I hear the comment a lot, you're absolutely correct.
Agree.
A screenshot of the stat spread maybe as well, there's some parts I know by their stats.
I have no idea what the assault boost thrusters are called or look like, but I know that stat page when I see it.
Alula is King IMHO, ideal weights need to be kept in mind with boosters; cores also effect boosters.
I like to play heavy builds, my go too is usually the BST-G2/P06SPD because it provide the highest speed, you can keep up with lighter build if they try to run away.
Would be cool if you also included images especially for the unnamed boosters.
Came here to comment exactly this. We need an image cause I can't keep these silly names straight!
You're right, my apologies!
I second this, good video otherwise.
Yeah, dude's expecting us to remember these arbitrary numeral codes the game excuses for names.
@@Saru-yr3qk i can barely remember what my parts even look like let alone the names they have lol
Excellent breakdown. You saved me so much time understanding the general ideas for each piece very well. Please do more like this! I wish I had more time to play and this helps spend less time tinkering and more time sctually enjoying my machine of mass destruction. 😅
You're very much welcome, thank you for watching!
IMO Alulu should be treated as the default only deviating if you have a specific usecase in mind, they are very well rounded coming in at 2nd place in multiple stats simultaneously, with the only noteworthy deficiency being the EN drain of vertical flight, but other boosters that are good at this pay heavy penalties in all other stats. The vertical drain can also be somewhat circumvented by instead assault boosting with an upward angle you will acheive similar if not slightly better height per second at almost half the energy drain giving you a booster with almost no weaknesses.
I find the jump from reverse joints also help alleviate the vertical stats of the alula.
If I want full flight I'm inclined to use tetra legs or the floaty tank
I actually disagree. The Alulu has a very low weight threshold which negatively impacts QB recharge speed iirc. even medium weight builds push right through their threshold. They should be the default IF you can under their threshold but not the default in general
@@stephangg000 - it does, but it's not drastic; the weight threshold for Alula is 62,400, but even going to like 68k weight only lowers the QB reload to .40 or .45 which is still faster than a few others.
There's a heavier booster I'm fond of with a weight threshold of 76k and it's reload is .50
You need to go up to about 80k weight to make the Alula's QB unusable in my opinion, it's doubled at that weight.
@@MGShadow1989 ah I see. I'll keep that in mind next time I launch the game then! that's good to know for PVP builds 👍
@@MGShadow1989the lighter boosters take more significant speed penalties too, a lot faster
It would have been more helpful if you slap on image of the booster you were talking about. I memorized the boosters by their image, not their names.
I suppose you're correct, that would be nicer. But hey, people can cross reference, so it's good still.
I have a fascination with the Buerzels(sp?) Being able to AB with that much speed is a godsend in a lot of situations.
As someone who is also a massive fan of lightweight builds (most of my builds use the Nachtreiher or katsura legs for a reason) it is important to also consider the generator you pair with your boosters. after all, the gills are great for dodging, but they can eat into your energy for it, so may want to ask yourself about the downtime you'll give yourself. I generally prefer Alulla, although the Kikau I have used on a lightweight melee that really makes it shine. At the end of the day, the best AC build, is one of synergy between the parts, and the strategy you have in mind. Also, as a result, anything can be countered. few things are directly worse or better in the game, but it depends on the situation. Oftentimes what you find is as Mood sort of touched on, different things are better for different strategies. I really like the laser slicer or laser dagger for a lightweight melee. and a stun baton is quite powerful if the rest of your kit is built for electricity. Of course, some things are more situational or versatile than others, so consider that. Either way, I am glad there is this video to help people understand their options!
TL;DR each part synergies in different ways. and has pros and cons. Also I am glad this video is here. keep up the amazing work!
BST-G2 (the one with highest movespeed) ends up being my preferred booster for most of my AC build
Well done, you explain each booster accurately
2:06 one quick note about the P10s is that they're the defaults, so like the Joso generator, they aren't a good fit for any build by design
Omg finally a video about boosters. I’ve been looking for something like this
I’ve found that the Gridwalkers are surprisingly accommodating for a *boost addiction* .
They can synergize with an acrobatic playstyle, efficient highspeed engagement/disengagement, maintaining a close distance for close range weapons, and can cover enough melee distance for QB to cooldown and cancel your attack.
I highly recommend experimenting with them so long as you *do not panic dodge* as well as strafe left-right to optimize your evasion
I struggled for a long time looking for which boosters to equip on my quadruped before deciding on the GRIDWALKER. The QB isn't great, but QB all too often interrupts my heavier weapons firing times so I was looking for something with high regular thrust, which is decent. But more importantly, while it's not the most EN efficient, the fast upward thrust gets me to a good hovering height quickly enough that I still have a decent enough amount of energy to hang there for a while.
Love the p04 boosters, wtih the right generator I can dash around like a madman with a medium build almost never running out of energy. Also while gills and others are similar however further inspection shows they use more energy to dance around and qb ideal weight also tends to be lower.
Used the Alula almost exclusively during my through my first playthrough. Then I found the V20B generator and had to really pay attention to not just weight but EN output. Generally been sticking with the Gridwalker for decent speed and aerial advantage.
Thank you I’ve been using different types and not happy now I have an idea of what to use.
Thank you for watching!
After your melee tier video I made a build with the stun baton and it works pretty well actually. Once you get the ads overload you can kick/charge melee at least twice in a row usually for about 10k damage with the secondary damage of the stun baton. I was surprised to find it so easy to do with a reverse joint build.
yo mind sharing those parts?
My favourite is the P04 as it's very balanced all around, ideal for my reverse joint build
I equipped the the one with the most quick boost and never looked back
I wish you would have included I small picture of each booster on screen instead of just naming them. Either way great video man
Correct, I hear this a lot. My bad!
Well done, Buerzel gang
Would have helped to overlay images of the boosters too, the ones without actual names are hard to recall from memory
Truly spoken, will keep in mind for next time!
Very straight forward to the point to what they do, I have to absorb all this information for a friend of mine xD (he has ADHD so I sometimes gotta do things for him or else he’s prob not gonna play the game or whatever lol)
Thanks bro very good video, super helpful
good video man, i hope it gets more attention
Alulla, BST2, Kikaku, and Fluegel are the ones I use most.
the stat of importance for the P10 thrusters is how low the EN load is on it
making VE-20B builds often has you fall back onto it if you run expensive energy weapons
Excellent guide! subbed
Thank you for watching!
Yeahhhh! Wake up people! New ac6 part lore just dropped
Wow , I were constantly asking myself this question even though Im constantly reading the explanation.
Kikaku my beloved
Nooo! 😢 You walked back the Stun Baton... It is, in fact, pretty good.
Your tier list actually gave me more confidence to use it. It's certainly not the best opener, but the cooldown is best (second to Laser Dagger) and comboing after an opener that staggers does a ton of damage, not to mention the discharge build up.
I do think it requires an opener and it is situational, but I've had good moments in pvp (and pve easily).
I didn't walk back on it, I still think it's S tier by potential. I blame the netcode for making it unusable, it's just so buggy and barely hits sometimes. But if it works, it's S tier, hands down.
Indeed, I think many people dislike it due to the fact that it's situational. however, you are right, it is not the best opener but is a good lightweight option for some damage and pressure. I personally am just not the best at it, but in PVE it is great at S-ranking things.
I wass only using Alula before, but because I usually favor reverse joints, I don't QB often enough to take advantage of the hop that the legs give when you QB to warrant the low cooldown.
So I changed to the IB-CO38, better QB distance because of the higher duration and have a great upward thrust making pretty fun to jump and fly up prerty fast.
Ok this video is a must watch for all armored core player's especially new player's, thanks for the info 👍💯🆒️
I really like the P06SPDs. The extra QB duration makes them feel way more useful than the Alulas
The P10 has a use case in some RJ builds. It has super low EN cost on quickboosts and you get to offset the poor quickboost performance with jump distance giving you a surprising amount of sustained mobility. It also saves you a decent chunk of EN load and weight as well which is more useful on RJs than anything else.
Might be a weird application but plasma thrower for me seems to work better than most melee when playing on a laggier server with dodge registration issues mayhaps since you don't gotta' actually hit them in the face. Not contending much a point, but making a note for people wondering about it since I use it constantly!
This is like the seventh time I find out I have been doing something wrong in this game, I have beaten the game 3 times got all the endings and did every mission and never really put much thought into boosters, I just looked at the one with the highest speed boost and chose it
There is a LOT to boosters and generators specifically.
I have learned to simply use Alula at all times and if you can't make it work for you then change something else because mobility is just that important unless you are so heavy that only the SPD will do
Gridwalkers I find to be perfect pairing for Kasuar leg ultra lightweights. They provide high boost speed, I belive 3rd or 4th highest, behind things like the SPD and Alula, while having the best upwards thrust. Relatively medicore QB speed and reload, but that doesn't matter as much with RJ side jump compensating for it. It lets you abuse verticality and quickly create space or close tha gap, since it also has either 2nd or 3rd highest melee lunge thrust too. It's only weakness is if you find yourself hovering high in the air vs a long range laser/missile build, since mid-air QBs are not the greatest
Making your choice is as easy as asking yourself what color you want your farts to be.
The question is is there a “hard cap” on speed since QB speed is also affected by jump perfomance of your legs
One thing I know I made a lance build that goes 1000mps? Max speed
I'm gonna be honest, I just choose a booster that accomodates my EN needs, i didn't consider boosts or vertical superiority
Thank you!
I like to discuss a little bit more about Kikaku and the right choice for a melee build... The melee thrust makes no sense, but, even mastering the melee dash cancel, is worth the lack of other stats? I tried many times and the difference in playstyle is huge but... I can't take a decision
Stick to Alulas as I do. Kikakus are just not worth all the other stat losses in comparison. This comes from the melee cancel master himself!
Screw it, make a build for both.
Buerzel. Big assaultboost, big impact
Love the video.
Thank you for watching!
Kikaku lance charge is fantastic
you forgot about the tanks. they count as boosters by technicality.
I’ve been waiting for this video for so long. All stats and demonstrations are excellent. Thank you for making this video
I honestly don't think the boosters really feel different enough from each other in this game except for hyper specific niches.
Heavily depends on the legs you are using. Bipedals see the most difference between boosters.
I don't think I've used any booster aside from the Alula for the entire game, except maybe a couple of times. If I build right, I can use all heavy weapons and still keep my boost speed and QB speed around 330 and 365 respectively.
I'm sure there are probably better options for some of the builds I use, but I can't convince myself to drop it for anything else. I see those top speeds go down and my brain panics lol.
I would pay for this same video but with the pictures of the boosters so it’s not more incomprehensible than the game
as a chainsaw user myself, i can tell you that it's merely a skill issue. simply keep the weapon charge till you ACS overloaded the ennemy and then use, like you would a pilebunker otherwise.
I still haven't quite able to find the right booster for my VE-42A based heavy biped build (90000 - 100000 weight). For pve the Alula worked quite fine because it pretty much solved its slow speed issue even if the QB reload is abysmal (doesn't really need spamming QB in pve anyways), but in pvp I'm basically a stationary target that doesn't have the tanky nature of an actual tank.
Really wish you used the images lol but great vid man
what happens when you use heavyweight boosters on a lightweight AC? is it slowed down depending on which booster or does it become overpowered
STOP COMEMNTING ABOUT THIS GAME, I DON'T PLAY IT ANYMORE NOR DO I MAKE CONTENT ON IT RAAAAAAAAAAAAAAAAH
..Nothing happens. Boosters having a high weight capacity just means they don't lose out on stats if your AC is heavier, so it's kind of unnecessary to put it on a lightweight AC when the lighter options tend to have better stats.
How do you strafe boost from side to side without your ac turning in the direction you’re boosting
I play since AC4 myself, and I am still unable to avoid those goat kicks, no matter whatever booster I use, even the Alula or the BST-G2 damn it!
jump.
ayo, So with the new update the Zimmerman isint usable on your build now atleast for the 1 2 punch that it is however the sweet sixteen still achieves the same effect
The first image of the AC looks like the wojack pointing meme
That's too funny, I can't unsee it now.
I ve been loving light weight so much i never used anything else than alula
Try the Gills, TRUST me.
I've been favoring the NGI 001, they're not the most efficient for vertical thrust, but they do it damn well on a medium weight. Solid performance otherwise.
Somewhat relevant to this, I'm confused by the movement stats on tank treads...
The thing is, how are you meant to compare your mobility with the tank legs with anything ELSE? You don't GET any kind of mobility/movement speed stat on leg parts as far as I can see, and comparing directly to a booster doesn't seem to work either.
I don't think we even have an overall movement speed stat on the AC stats page.
Am I misunderstanding?
I agree, it would be nice if the tank stats showed booster stats like older AC games did. I currently just use the "total stat" page when figuring out tank speeds. Look at what it does to your total speed stat and the total weight/energy reserve stats. Its not the best option but it works for me.
You have an overall speed stat on the screen the wheelchair legs has the best speed in the game of course downside it has mid performance on almost everything except its QB EN consumption
@@lesslighter We have a speed stat on the tank legs but I don't see an equivalent stat for regular legs.
@@DGneoseeker1 booster speed is the stat to look for in the extended stats screen
@@lesslighter Is that directly equivalent to the tank leg speed stat?
What we need is an overall speed stat for the AC that would update when you select new equipment, just like everything else.
Allula is the only booster I know.
Amen.
A lightweight specialist, I respect that. I tend to like a mid-light agile frame, myself, so I opt for the NGI 001, or the P06. However, Allula and Gills are my go-to's for lightweight builds. What, did you think I only play one build? Most of the hours I spend playing this game are building mechs. My goal to make a functional build with EVERY part.
Dual gats and dual solo micro missles, think my total weight is 72tons so i think its midweight? idk, use the gills with the heavy boi generator and pretty much full offensive and scare players off with my strafing moves, rarely run out of energy.
I've been experimenting for a minute and I play a lightweight with EN efficient parts that ends up being closer to medium because of the weight of my gun choices and am having trouble deciding on a booster/generator combo. I drift between the 2 lightest cores also.
Anyways my top priority is being able to "quick boost when I need to" I hate bottoming out EN to the point where coral generators end up not being the best for me. I don't like ever being unable to quick boost or having to recharge...
Suggestions? Booster/Generator.
I'd say use the Ling-Tai Generator for its incredible EN recharge speed + the Gills booster for their amazing QB reload time as well as their low QB EN consumption.
@@MDMarcus thanks, I'll try it. Gotten all my combat logs and on my final playthrough for the best ending, so I've got room to mess around.
Oh shit new vid!
Hi mood, may i know what gens u were using in this video? Thx.
VP-20D
was it the same gens u used when u blew out Oroboro? @@CodenameMood thx again for ur information. I really appreciated it.
P06SPD is all that matters
Where do you obtain the NGI 001 booster?
Final boss for "The Liberator of Rubicon" ending.
a picture is easier than a silly name.
I'm currently attempting to create a lightweight assassin build using the laser dagger and experimenting with different weapons combinations and boosters.
The strategy I'm wanting to do is stagger the enemy at range then go in for the kill with the dagger if there's any parts and/or weapon recommendations they'd be appreciated.
I have a build like that I've been playing, I'd recommend any of the handguns if you're going for stagger. I've been using the viento or the basic handgun. for boosters I'd recommend the alula. another thing make sure your supply efficiency stat doesn't suck, lightweight builds can be very EN heavy and can make your energy regen super slow. so I'd recommend one of the Dafeng generators like the san-tai, and if you have extra weight maybe putting on a core with good output adjust.
For PvP? Pretty much dont overlook the pistols your fingers will ache after using them though
I ran into a guy that would dagger 3 hit combo into a kick to kill me from like 4Kish health and it was brutal. Can’t remember what he was using to set that up though.
Use the Viento, it fits an assassin build and it's a stagger machine. Ideally you'll want to use two vientos and then switch to the dagger on your back to punish stagger.
I’m running dual Ducketts with a dagger only, I flop around san tai and one of the blue gens, because of the higher speed, honestly can’t tell what benefits me more. With san tai I have boost for days, but it feels like my boosts are shorter? I don’t run a right shoulder weapon. Melander 3 arms, Raven head, Nacht legs and core. I can’t tell if I want more speed or defense, but I’m just stressed I’m not boosting efficiently.
To answer your question the answer is yes. I was using the wrong booster.
How do I find the HAL booster?
You can look up a video for it!
I wanna do a lightweight melee build with laser weapons its been working well with pve but i wanna know if i could use the helmet VE-44B with it to increase my target range
A build where i weaken them from afar and close the distance fast to finish them with my high melee damage is what i wanna do is that realistic?
IMO a hand gun is better. Use pulse balde as opening than handgun them into stagger, and pile bunker to finish them.
You'll have to rely on the guns way more than the melee, so focus on arms that give you good tracking and recoil control.
@@ShiniDoesDubz Then doing melee is gonna be hard as tetrapods are not build for melee at all! Unless you use the Lance or Plasma Thrower that is. But even then, you can't have a mid-long range build with a close range weapon in mind usually.
I say give it a go, see what you come up with!
@@CodenameMood I see so I'll just drop the whole long range weapon stuff would that be better?
@@ShiniDoesDubz If you wish for melee centric stuff, build your AC around the melee!
I feel like I see the trueno’s basically never hit, vs songbirds will hit every time they should.
I dunno what they were like before, but they never felt strong and the nerf seems unneeded
100% flail best melee in game, well not really but its so fun to use. osc tricks + butta + moonlight are just better picks moonlight does more damage more radius and longer range, BUT it does look like a yoyo and stun like a truck hit u.
making a tier list of situational components is pretty subbjective
There's an interesting video of a Korean player using a build with a chainsaw getting some mean wins with the insane damage output it does. Consistent? No idea as I haven't used melee online myself, but looks very fun
Double Trouble is really good for stagger punishes. I used Zimmerman and Pilebunker to stagger Ibis and then finished it off with Double Trouble for a damn near one shot.
The problem with the saw is that if you have the slightest bit of latency it's near impossible to land it, even during staggers
Are you also the youtuber “trainer winny”? U sound almost the same
I use Buerzel in PvP, cause I like to spam boost kicks
GILLS is my goto booster
Yesterday I saw a guy fail to use the baton like three times in a row lol, definitely not a good melee weapon.
Damned peer-to-peer connection!
Oh it IS, there's a use for every tool in the kit, just maybe not for PvP.
Hey i was wondering, when you are rating how good you think things are. Is it primarily for 1v1's?
Unfortunately in my experience a lot of builds i like to use and have success in while playing 1v1s are pretty shit in 3v3 lol
I never do 3v3's, they are too chaotic and rather unskilled usually. 1v1 builds do NOT translate well to 3v3 usually.
@@CodenameMood but that's the fun of 3v3.
It's like smash Brothers.
1v1 no items if you're serious, but you can break that up with some crazy BS and have a ton of fun.
@@kamikeserpentail3778 People have fun in different ways! I like expressing my skill in serious 1V1s personally.
i disagree with chainsaw just because ive run into a few chainsaw users who thoroughly scrapped my AC with them
Real question is... What is the best booster for a tank tread AC main like myself?
ANSWER THE QUESTION LIGHTBUILD WORSHIPPER!
Tanks have their own boosters, no?
It would be easier to remember and more informative if you show the pictures of the actual boosters