My thoughts are that pulse armor should only be one use, and not decay as fucking fast as it does. As it is, theres only twoish to use, and one is a gimmick. Right now, pulse armor is in a situation where the only correct use is 2x stagger reset and like 2s of invulnerability, presuming your opponent keeps pressure. I think if pulse hp didnt immediately decay away to nothing, terminal armor would be in a better spot, since itd just be "tell combo builds no." And pulse armor would have a use outside stagger cancel.
Honestly, I'd also be fine with that. My main gripe is that I feel like they artificially alter the flow of combat and can essentially "steal" opportunities you made for yourself. I do think pulse armor in particular would need to be looked at again if they did that though, being able to reset to neutral when staggers are much harder to get would be nuts.
i like the options the expansion open, but i feel they are not made equally, they need some tuning to make them all viable but i feel the bursty damage of the stagger is a little to much for the LW side of things, i hope FS find the right formulas for the armored core series as they have made with their other titles.
The only one I'd really support removing would be Terminal Armor. At least with pulse armor/protection or assault armor you can punish bad energy management on people rushing you or buy a few seconds of stagger resistance. Terminal armor is just "I got outskilled, so I'm going to be invincible and just assault boost while firing everything".
What really bothers me about them is how they interfere with the flow of a fight and how you can essentially "steal" value from your opponent. Assault armor is probably the one that I have the least issues with at the moment, as it's fairly easy to play around if you don't overcommit.
Terminal trades the momentum swinging capacity for buying a few moments that in a tense close fight you can eek out a win. 90% of the time, if you've been outskilled 5s of pulse armor doesn't do much. Significantly better to grab pulse armor or assault burst
This is why I don’t do pvp. Personally I would take out any expansions and buff the attitude stability for certain parts greatly, maybe just remove attitude stability outright
I get the broader utility of Pulse Armor, but if everyone is running them then being forced to pop PA first doesn’t turn the tide at all, as the opponent can pop their own and nullify yours. In those scenarios I agree that expansions don’t add much to combat. However, at least for my build, Assault Armor is always going to be better. LW double melee combo burst damage approach means I HAVE TO win the first exchange or else I’m dead, but ensuring my initial combo wipes out 60% of ACs (lightweights and mid weights, and some lighter heavies). Being able to react to pulse armor by using my AA and regaining their stagger means I can finish my full combo, plus some extra damage from the AA. Same case if they pop their own AA. Terminal Armor is the only threat because I’m so squishy that 5 seconds of invulnerability can certainly wipe out whatever AP I have left.
If your opponent is only using PA after getting staggered, especially knowing you have AA, that's on them and they don't know how to properly use PA. To begin with, ideally you want to use PA to prevent the stagger to begin with, since it resets stagger build up. That's what I mean when I say PA lets you reset to neutral. And I said PA can help swing a match back into your favor, as in it gives you an opportunity to do so, not that it swings things back in your favor by itself. Like I said, PA is a reset tool primarily, it can be used reactively to a stagger but really shouldn't be most of the time.
@@Naisarias Sure I get that, but even when used before stagger, it can be countered by AA if I’m quick enough. And if not, I can then rely on my AA to either stop a punish or get a final bit of damage in. At least for my build, PA would still just delay the inevitable, because as long as I have had to pop my own PA first, then my win condition can still be interrupted and I’d have to start from square 1, meaning that’s at least 2 combos I have to live long enough to initiate. AA is the only way I can ensure that I get at least 1 complete combo in.
@@mcdillard4985 Let me clarify, if your opponent is using PA in a situation where you can punish it with AA, assuming they know you have AA, then they are just bad at using it. I also never said AA isn't usable, or that there are no builds that can use it well, just that PA is better overall. In terms of viability, I actually think AA is better than TA on most builds. It can definitely catch people off guard, but if your opponent is decent that only works once. What AA excels is punishing people for making mistakes, which means you are relying on people making mistakes. That is my whole point as to why PA is better than AA.
@@Naisarias Thanks for the extra info, and I wasn’t trying to say I disagreed with you. Was just elaborating on the point you touched on regarding AA working well on some build/strategies. I like your point about knowing when to use it without being in punish range. That’s why my approach only gives them 2 opportunities to use PA. 1. When I land a charged Pulse Blade or 2. When the next Charged Harris shot lands after mini stagger sending them onto overload. I can be ready for and reliably counter AA in either case. Then the bunker punish kills or very nearly kills most ACs (not heavies/tanks). I sadly don’t do much, if any, damage outside of that, so not sure when else they would be tempted to pop PA. So I guess I was just giving an example of one playstyle where I can justify the preference for AA. Anyway, thanks for the responses, love your content!
My thoughts are that pulse armor should only be one use, and not decay as fucking fast as it does. As it is, theres only twoish to use, and one is a gimmick.
Right now, pulse armor is in a situation where the only correct use is 2x stagger reset and like 2s of invulnerability, presuming your opponent keeps pressure.
I think if pulse hp didnt immediately decay away to nothing, terminal armor would be in a better spot, since itd just be "tell combo builds no."
And pulse armor would have a use outside stagger cancel.
Personally, I'm of the opinion that AP and stability need to be buffed across the border in PVP. Expansions are fine as is.
Honestly, I'd also be fine with that. My main gripe is that I feel like they artificially alter the flow of combat and can essentially "steal" opportunities you made for yourself. I do think pulse armor in particular would need to be looked at again if they did that though, being able to reset to neutral when staggers are much harder to get would be nuts.
i like the options the expansion open, but i feel they are not made equally, they need some tuning to make them all viable but i feel the bursty damage of the stagger is a little to much for the LW side of things, i hope FS find the right formulas for the armored core series as they have made with their other titles.
The only one I'd really support removing would be Terminal Armor. At least with pulse armor/protection or assault armor you can punish bad energy management on people rushing you or buy a few seconds of stagger resistance. Terminal armor is just "I got outskilled, so I'm going to be invincible and just assault boost while firing everything".
What really bothers me about them is how they interfere with the flow of a fight and how you can essentially "steal" value from your opponent. Assault armor is probably the one that I have the least issues with at the moment, as it's fairly easy to play around if you don't overcommit.
Terminal trades the momentum swinging capacity for buying a few moments that in a tense close fight you can eek out a win. 90% of the time, if you've been outskilled 5s of pulse armor doesn't do much. Significantly better to grab pulse armor or assault burst
This is why I don’t do pvp. Personally I would take out any expansions and buff the attitude stability for certain parts greatly, maybe just remove attitude stability outright
I would like to see less arena style pvp maps. Like to see some more obstacles and or closed in maps. Could do with or without Expansions.
I get the broader utility of Pulse Armor, but if everyone is running them then being forced to pop PA first doesn’t turn the tide at all, as the opponent can pop their own and nullify yours. In those scenarios I agree that expansions don’t add much to combat. However, at least for my build, Assault Armor is always going to be better. LW double melee combo burst damage approach means I HAVE TO win the first exchange or else I’m dead, but ensuring my initial combo wipes out 60% of ACs (lightweights and mid weights, and some lighter heavies). Being able to react to pulse armor by using my AA and regaining their stagger means I can finish my full combo, plus some extra damage from the AA. Same case if they pop their own AA. Terminal Armor is the only threat because I’m so squishy that 5 seconds of invulnerability can certainly wipe out whatever AP I have left.
If your opponent is only using PA after getting staggered, especially knowing you have AA, that's on them and they don't know how to properly use PA. To begin with, ideally you want to use PA to prevent the stagger to begin with, since it resets stagger build up. That's what I mean when I say PA lets you reset to neutral. And I said PA can help swing a match back into your favor, as in it gives you an opportunity to do so, not that it swings things back in your favor by itself. Like I said, PA is a reset tool primarily, it can be used reactively to a stagger but really shouldn't be most of the time.
@@Naisarias Sure I get that, but even when used before stagger, it can be countered by AA if I’m quick enough. And if not, I can then rely on my AA to either stop a punish or get a final bit of damage in. At least for my build, PA would still just delay the inevitable, because as long as I have had to pop my own PA first, then my win condition can still be interrupted and I’d have to start from square 1, meaning that’s at least 2 combos I have to live long enough to initiate. AA is the only way I can ensure that I get at least 1 complete combo in.
@@mcdillard4985 Let me clarify, if your opponent is using PA in a situation where you can punish it with AA, assuming they know you have AA, then they are just bad at using it.
I also never said AA isn't usable, or that there are no builds that can use it well, just that PA is better overall. In terms of viability, I actually think AA is better than TA on most builds. It can definitely catch people off guard, but if your opponent is decent that only works once. What AA excels is punishing people for making mistakes, which means you are relying on people making mistakes. That is my whole point as to why PA is better than AA.
@@Naisarias Thanks for the extra info, and I wasn’t trying to say I disagreed with you. Was just elaborating on the point you touched on regarding AA working well on some build/strategies. I like your point about knowing when to use it without being in punish range. That’s why my approach only gives them 2 opportunities to use PA. 1. When I land a charged Pulse Blade or 2. When the next Charged Harris shot lands after mini stagger sending them onto overload.
I can be ready for and reliably counter AA in either case. Then the bunker punish kills or very nearly kills most ACs (not heavies/tanks). I sadly don’t do much, if any, damage outside of that, so not sure when else they would be tempted to pop PA.
So I guess I was just giving an example of one playstyle where I can justify the preference for AA. Anyway, thanks for the responses, love your content!
I like bringing assault armor, just delete stagger someone's pulse armor.