It is an absolutely underrated beast it basically deals the same damage as a fully charged KRSV on its charged attack and the AoE radius of 60 is no joke. I love to use it mid air on higher level when punishing either emptied generators and the opponent is forced to land or when they are rocketing or any other action with a delay, the damage and impact are simply incredible and it just looks cool af
Yeah, it is actually pretty good and I have been using it quite a bit lately on my recent Tetrapod hover AC. The splash on the charge attack is also very good, and anyone on the ground you can hit pretty easily even if they dodge with that splash. Admittedly in PvP people will be in the air more often, but it has enough speed and quite good DPS to be good then too.
I used it against some of the bosses with shields, but it was pretty frustrating to use because it overheats so quickly. And idk about everyone else, but for me it's really hard to see the heat indicators, so unless it heats up really slowly, I always end up overheating my shields/weapons. It's just the tiniest little red bar, and it's displayed in the center of your screen, right on top of all the crazy red shit that's going on in the game, explosions and booster fire, etc. idk how anyone sees such a tiny red line on top of a field of vision that's packed full of red stuff. They really need to add HUD options for making that stuff bigger and thicker or adding some other kind of heat indicator. Needs way better contrast, there should be an option to change it from solid red to just the inverse color of whatever it's on top of. Kinda like the old "inverted" mouse option for Windows lol. Anyway, I guess the problem I ran into with the plasma cannon was that it actually does pretty solid damage, so you're tempted to use it when the enemy is open in order to boost your damage. Since there's an opportunity cost with back weapons. By putting plasma cannons on your back, you don't get to put needle launchers or songbirds on your back. Which means your stagger punishes are weaker. Normally I'd be able to land a melee combo (maybe even 2 with the dagger) AND a back weapon volley. Which matters a lot for enemies with a lot of health. For bosses like the final boss, or quad/tank players. So when you're using the plasma cannon you have a temptation to pull them out when your enemy is staggered, especially if you're not using melee. If you're using like, shotguns or something, you want to just press all your triggers and shoulder buttons when the enemy is staggered. But then you're gonna overheat the plasma cannons, and then they might not be available the next time your enemy's shield goes up. I ran into that so many times it was pretty frustrating. So I just switched to coral weapons since they also have a solid shield damage modifier.
Gotta love Oro’s roller coaster of a description on some of these weapons: “The ransetsu is really good…one of the best rifles in the game-but still not great…B-Tier.” 😂 Never change, Oro.
I mean it makes sense, amongst the rifles its one of the best, but rifles overall are just decent so even the best one among them is ok amongst all the other weapon types.
It's not a contradiction to say it's one of the best rifles in the game and give it B-tier because rifles are bad. It's an S tier rifle but a B tier weapon overall. Not hard to understand...
One of the underrated aspects of the grenade launchers is that you don't have to actually hit your shots. Just maneuver your enemy into spaces where they will get hit by the explosion. Good with manual aim too because you can lead your shots
Currently working on a build about just manually aiming the grenade launchers and bazooka's while jamming there aim and missiles. Issue is I play on pad so its rough for me to use haha
@@lucyfleet7402 just go grenade launchers on both arms and shoulders, use the thruster with highest upthrust, use the coral generator with the most EN, fly, aim down, enjoy
@@FerrickAnima That is the plan! The flamethrower works well too since its hitbox is very useful when not locking. Issue is the jamming just isn't reliable to mitigate enough damage to give up a second hand slot IMO
@@lucyfleet7402 the thing is, the massive nade launchers will launch you upwards/backwards (depending on where you aim it) so you can stay in the air for a very very long time, and I mean the big ones, not the small canister ones
I honestly think the laser dagger is A tier, not only because of the damage, but because of how fast it reloads. You can usually get 2-3 full combos on staggered bosses. And constantly cancel it in pvp for movement and mind games
It's easily the best melee weapon for footsies, it has tracking on par with the pulse sword and laser lance, and like you said it is just quick to come out and fully cancelable.
It's interesting to see another take from someone with different playstyle, but I really hope you elaborate a bit more on the technical side beyond "It's bad" or "It's underrated" or "It's really good" or "There's a better option" (What is this 'better option'?). You did most of the explosive weapons dirty this way. Some things that I think require further elaboration: *1. Missiles' potential as a source of 'delayed pressure'.* As someone who has "Unrelenting Pressure" as his main build doctrine, I feel like you slept on how missiles seems to bait most people to dodge, which indirectly drains the energy that can be used to dodge your other attacks, or forcefully make them move even a tiny bit from their current position into a hopefully less favourable option (Such as your other attacks). When they do hit, the damage is not too bad. Plus they have great range which can be used to for poking. Other options that I feel are similar in this function are Orbits and Coral Missiles, but they have way less range (Laser Orbit = 400, Dual Missile = 500, Active Homing Missile and Coral Missile = 1000, Split Missile =1425, normal missiles = 2500), and Coral Missile took way too long to lock on (4.9 sec VS 0.4 - 1.4 sec). (Javelin Beta's usage is still questionable and I haven't experimented on it, so I can't comment on that topic) *2. WLT 011 and KRSV's two level charge system seems to be ignored* WLT011 level 1 charge and Nebula Redshift charge has similar charge time and damage (On NGI000 generator with Trainer AC as dummy target, KSRV = 1187, WLT011 = 1828, Nebula Redshift = 1984), but WLT011 has faster projectile speed (Seems comparable to KRSV). Your focus on KRSV 'big damage but long cooldown' and your comment on the WLT011 being "There's better punish option" give me the impression that you're only thinking of the full charge, and WLT011 might shine a bit more with this fact (If not for the weight issue) *3. Songbird's ease of use seems to be ignored.* Songbird fires almost instantaneously compared to every other cannons, which helps a lot when your window is limited, or you want to minimize the time where you're vulnerable. This quick and easy AoE with nice damage (and way better performance than favorite CQC cannon, Morley, even on CQC conditions) is actually what makes Songbird very popular, and IMO warrants a better evaluation *4. What's the reasoning of putting specific weapon in a tier despite it having a specific niche?* Weapons in AC is usually made on a spectrum based on weight/energy to accommodate build variety. As you didn't really elaborate on these "better options", the placement of weapons in the same class as weapons with weight/energy issues feels weird (Example: KSRV compared to other laser/plasma rifles) To elaborate on KSRV's case, KSRV is the heaviest arm weapon in the game, yet its damage is actually comparable to VE-66LRB which has 3000 less weight, less charge time, and similar projectile speed with the trade off being less impact. Thus, if you have other impact source (or on a lighter build), you might choose to take this trade-offs. KSRV = 10120 Weight, 707 EN Load, 2522 Full Chg. ATK Power, 1930 Impact, 4.5 Full Chg. Time VE-66LRB = 7760 Weight, 604 EN Load, 2352 Chg. ATK Power, 690 Impact, 2.3 Chg. Time VE-66LRA = 4940 Weight, 532EN Load, 535 Chg. ATK Power, 535 Impact, 2.8 Chg. Time (Note: KSRV level 1 charge seems to be around 0.6, as it's similar to Ransetsu FF's 0.7 charge time. But, it only deals 1187 damage on tester AC with NGI000 generator, which actually makes it the weakest laser rifle in exchange for fast charge time). I hope you elaborate more on your next vids to enlighten us on your discoveries and promote healthy discussions
To add about the missiles - everyone seems to forget, there’s no damage drop off or richochet from missiles - if they hit, they hit for full, bar some of the scatter weapons and the plasma launchers, but all the kinetic missiles basically follow this rule. Have an enemy running away from you constantly? You won’t outrun the 10-cell launcher on my tank, proven. And even if you dodge, as mentioned by op, that displacement lets me get those few feet closer than I was before. Literally decides fights and now that I’ve learned this, I’ve begun to see why I’ve been wasting time double stacking most weapons (made combat simpler for monke brain of “bottom buttons top buttons”)
I think the point to make is there are no "good" or "bad" weapons its ALL specialization. Each weapon kinda has a "job" its best at and putting a different weapon in its place will make that weapon seem worse. Like the smaller laser shotgun, its better use is for its charge which is more like a spear than a shotgun blast which makes it really unique! I also agree weight should play a factor in this, the ksrv aka the nostalgia gun, even if its super rad its still heavy as shit. And finally i definitely think his list should be prefaced as pvp minded, for example the vertical plama launchers (low b rank) shoot 5 salvos that each can pop 1 of your regular mts, fire forget and move on, great for s ranks when you need to be fast
i think you're sleeping on the pulse blade. it has one of the highest direct hit bonuses in the game. critically, you can stagger on the first hit, then get direct hit on the second, which is actually more damage than the light pile attack.
It is quite strong especially with the Basho arms. If you use the 2 hit slash on a staggered enemy with the Basho arms, its almost takes away 50% of their AP on a medium build.
Its really interesting seeing the difference in people's opinions on certain weapons, especially the melee weapons. A different tier list completely swapped the position of the yoyo and the stun baton.
@@kahlt_facts. After using a lot of different things I really think yoyo on quad is the best melee setup.... but every tier list I see except like one has it way low.
@@Truth_Hurts_Bad are you saying quad speed is too low? It's really doesn't matter if that's the case. They are more than fast enough to catch lightweights, will not get staggered and stagger you and kill you. Plus uh, just because you have a melee weapon doesn't mean you aren't a threat at greater range. Quads with a melee often play the range game and use melee to punish approach
Also, the Coral Shield is the only Shield that allows you to fire your left arm weapon. So basically that Shield allows for the highest DPS. Also, quick boosting does not take down your shield and instead brings it back into the sweet .8 second window of max damage resistance.
Other shields also have a max damage redux tech since they come back almost instantly after dodging. Only issue is the cooldown gets cranked up if you pop the shield and put it away too many times too quickly.
The two pulse bucklers have very different stats! The kite-shaped one has a very long initial guard (1.6 seconds) but reduced percentages blocked, while the diamond shaped one has a much lower initial guard duration (around 0.4 seconds iirc EDIT: it’s 0.3 seconds!) with almost maximum damage/impact reduction! The second one is definitely my favourite of the two
The problem with the second one is that even if you activate it in time, some attacks last longer than the initial guard does and they still hit you for a lot.
Laser dagger tech for you due to its extremely fast cooldown. Once you stagger an enemy and go for the melee many panic use their expansion slot this resets their stagger gague. Counter with assault armor to instantly refil stagger gague. Laser dagger has already finished cooldown get in 3 more free hits.
For enemies in PVE: Detonating missile launcher has the best tracking in the game, it can do tight circles around enemies. With 2 of these equiped, 2 salvos can fully stagger the trainer AC. It also has a decent reload speed and not too bad of a lock on time. Equipping 2 of these launchers + a ransetsu means you can constantly re-stagger balteus in 5 seconds
Stun baton is best used when you break the enemy. If you use the charge attack it does decent damage, leaves the electric dot which sets up the next stun at already 50%+. Allowing you effectively to keep locking down an opponent over and over.
seems like people don't know electrical anomaly almost act likes frenzy like in bloodborne or elden ring, easy to get and near impossible to get rid of overtime
Explosive thrower is incredibly slept on. The stagger build up for how easy it is to hit once you get used to it, is one of the most consistent and reliable forms of stagger out there.
I second this, I have a build around this weapon alone, Max range is 100m, if they are within, or fly inside the explosion, they are getting the full on ACS strain and damage. It's kinda insane, reloads fast enough for you to be aggressive with it aswell.
I need to try this weapon but I’ve been walked on a leash by a guy before with these things - a melee build revolving around it and the Zimmerman, literally using the kick and shotguns knock back to move me into his range to wack me with a blast - bad time for a drone-smg build. was on next level stuff
I agree with everything on this list except for one: The Pulse Blade. I ABSOLUTELY use this as a punish weapon because, especially with the basho, you can do insane direct hit damage. It's direct hit modifer is *230*. The only melee weapon higher than that is the chainsaw. It's EN light and the weight is very manageable, so it can sit in a bay until the time is right then go in to annihilate the poor bastard. The main issue I have with the pulse blade is the same as you described for the laser blade, in that the tracking can be a bit jank. However, if you land both hits your opponent is going to FEEL IT. Beyond that, I think this is a great, very well explained list and I generally agree with everything else. Keep up the good work =)
Thank you! Finally someone else that gets it. There is even more to this weapon too. It's the best at dash cancels and if the enemy has already a tiny bit of stagger damage you can dash cancel into a charged attack for a full stagger. Only problem is that the second hit of the combo often misses.
I agree wholeheartedly with you. Pulse Blade is still my favorite melee option. Additionally, it's one of the only melees that has a heavy attack with a cancellable lunge like a light. The heavy attack goes ridiculously far and the blade gets a good chunk longer as well, and it deals an INSANE amount of impact for a long-reaching cancellable attack, enough that even a slight amount of buildup from poking usually means an instant stagger. In this way, the PB serves a threefold purpose: Punish staggers with the light-light, get staggers with the heavy, and use both cancellable lunges to close distance and feint.
@Oroboro If you're comparing it to the chainsaw, laser slicer and pilebunker just for the damage then yes, however the chainsaw and laser slicer have a long animation and a good player will always assault armor out of it and punish you back. The pulse blade's attacks come out fast enough to not react fast enough for assault armor. But in the end the laser dagger comes on top because if you stagger someone and then go in with the 3-hit combo and they assault armor then you can assault armor right back and by that time the dagger's cooldown is up and you can do the 3-hit combo again to finish them. It's the only weapon that can do this unless you carry a second melee weapon and switch to it during your assault armor but why would you waste a back slot on another melee weapon when the dagger is enough.
I’ve gotta say that I prefer the Curtis (Linear Rifle) to the Harris. The problem with the Harris is that it overheats after a single charge shot, which means you really need to “call your shot” with it, while you can kinda just spam charge shots with the Curtis. (Edit) I realize that the analysis here is mostly for PVP which I haven’t done yet, but I always switch out my Curtis for AC battles in PVE so yeah, I can see how the Curtis is trash for PVP. I just like it because you can one-shot a lot of mid-level enemies for just 100 credits.
I agree with you on the Curtis vs the Harris, particularly with PVE. I feel like if you want something with a big punch/slow ROF for the same weight as a Harris, just get a bazooka. More damage, plus some splash if you miss. Curtis is great for quickly picking off small targets like a Rifle, but can also pack a punch for cracking ACS and adding meaningful damage to an ACS-overload volley. It just feels way more versatile and applicable to more situations.
Completely agree with ya. Curtis was one of my main weapons for a long time (the damage in relation to ammo capacity is insane). Thanks for pointing out the video is mostly for pvp, I didn't realize that
I know its already a year to reply, but I'm glad I met another Curtis user. Yes its a PVE weapon. I dual wield it in many missions. Simply because it looks good dual wielded. Also, the large ammo capacity in it making total damage package is favorable for various missions. The projectile is beautiful looking too. Also, as another PVE weapon I like is the laser turret. All AC battle in the story are quickly finished with it somehow. I done many bosses in first try with this thing. A total fool proof and boss cheesing machine. The game AI somehow cant see them and just goes near them and hilariously eat large total damage. Its like Curtis, its less damage burst but large total damage. Which making it another nice PVE weapon. Arena AC goes down really easy with this thing. Both Curtis and Laser turret are getting low tier in this video. Understandable since PVE is totally different than PVP, and this video is PVP minded.
I've actually had quite a lot of success with the Javelin, but there definitely is a "trick" to it you need to have down for it to work. First, it absolutely does not work as an offensive tool. It's a defensive tool used to give you an edge against close range builds like shotgunners or pistoleers that have no choice but to close the range. Second, you have to watch which way the missile launchers, and then follow it. Basically just put the trail in-between you and the enemy, so they either have to eat the hit, or back off.
I just mindlessly spam twin javelins and it just works. They recharge quickly and deal great damage+stagger (and most players i come across dont try to avoid them at all. Hope it stays slept on tbh
I disagree with a good number of things, which I think is indicative of some decent weapon balance. Iv also seen some other tier lists that people have put up with WILDLY different opinions on weapon placement, especially when it comes to melee weapons.
Had the same thoughts as well. There’s weapons in one or two tiers too low or too high based off my own experience with builds and other peoples builds. The exploding string missile sets up a bunch of acs stun even if you’re kinda close to the trail at all. Some of the best impact weapons overall are missiles lol, but having a fcs that basically free fires it is like throwing dual laser pistols on the heavy tank legs. A lot of the meta weapons are good without thinking of your build; everything under that requires some build conformities to get the best out of. The triple laser cannon being in A is crazy to me.
@@sinAnon6689 1000%. I’ve found acv/vd style builds to be incredibly effective. When it comes to brace-to-fire weapons, I’ve found low altitude hover tetra builds to be incredibly fun. Turns out the tetra hover boost speed is weight dependent~ish and isn’t affected by booster choice with mid-light builds topping at a respectable 310 without having to pause for each of your four bazooka, laser/plasma weapons, etc. Yet still staying in the mix without becoming a ac130.
The rifles really need more effective range, and projectile velocity to match. They basically have to be as close as the shotguns to be effective, and at that range, why not just use a shotgun?
The vertical plasma missiles are good but they stay in the air forever and they aren't as spammable as the forward ones which are ready every 3 seconds. The plasma rifle is also really good on light builds that use duals already. Honestly they don't even have to be staggered, it swaps SO quickly. It shoots immediately between swaps and the opponent basically never sees you shoot it, and they really don't want to get hit by it.
Regarding Energy Rifles: The multi-energy rifle at 20:00 is currently my favorite weapon. He talks about having to charge it, but even without charging it’s fantastic. Faster rate of fire and Stronger than the Nebula. Only downside is it overheats quickly
@@sinAnon6689 it’s not the best for long missions with loads of enemies, but I’ve used it to S rank Escort the Mining Ship and most of the Boss specific missions
I'd had some surprising success in PVP with some of the odder missiles just by combining them with each other and the newly buffed ARs for constant pressure. On their own each weird missile is pretty easy to dodge but in combination they make for a hellstorm that I find most people struggle to keep up with for too long. One big advantage of the Delivery Boy in particular is that is flies around and drops multiple waves of missiles/bombs to carpet the enemy with decent tracking, since nobody uses it nobody expects it to come back around for multiple drops.
I played with Delivery Boy a bit in PvE but found them incredibly unreliable. Sometimes the drone hovers over the target and does 3 full bombing runs, other times it crashes into the ground after a single run and you get nothing else out of it.
@@syrusalder7795 Um, it's SUPPOSED to do multiple runs, a grand total of 3, but somemtimes the drone just crashes into the ground for no reason, so it doesn't... That's one of my issues with the weapon. Try them in the test area against the tetrapod. It's almost random how many bombing runs you get.
Hey Oro! I wanted to offer a few tips i found that may help you and other players! 1.) The back plasma launcher is unique because unlike the back laser weapons, a charged shot does not affect the damage or blast radius very much at all. Instead it DRAMATICALLY increases the projectile speed, making it as fast as laser weapons and easier to hit stuff with, while still retaining the signature plasma AOE damage 2.) The aura pulse light cannon (or whatever it is) is not bad at all if you use the FCS-G2 P10SLT or P12SML! 3.) I think a lot of people misunderstand how missiles work! ALL missiles (including lightwave) automatically lock on to a single target, without any inputs from the player, regardless of whether you are locked on or not. The manual lock with missiles (by holding r1 or l1) is for MULTI TARGET LOCK ONLY. FCS that have high multi target correction reduce this time. The same is true for FCS with high missile lock correction. Bottom line, in PVP you won't need to do anything with your missiles to use them. As long as you see the yellow bar, you're good to fire 😊 4.) Medium laser rifle sucks. It is not equal with the other two.The VP-66LR and VE-66LRB are each better in their own way. Also the VE-66LRA has less ammo than either. 5.) Lastly (this one is my opinion, not supported by numbers) the triple laser cannon is not as good as the single one. It only does about double the damage (despite having three cannons?) And it has 24 shots. Each cannon fires a shot, so really you only get 8 shots, or 4 charged shots. For me, the regulular laser cannon or laser shotgun cannon are far better and more reliable.
Worth noting about the Detonating Bazooka Javelin - Dude's got an insane amount of Direct Hit Multiplier. If you get a stagger this thing can be your finishing blow.
Twin laser pistols have been my go-to for most of the PVE experience. Good damage and stagger with the most abundant ammo supply, the option to charge shots, and light enough to allow all kinds of shoulder options on my favorite reverse join legs, it does no wrong.
Tried like ten different things after dropping the shotguns off my list and nothing came close to feeling as satisfying and reliable in PvE as the laser handguns. Super solid.
What's interesting is the main thing that I've been getting from all these different tier list videos is that the game is just incredibly well-balanced
"Aperitif" is pronounced "uh-pear-uh-teef", which I wouldn't normally care about correcting but an aperitif is an alcoholic drink served before a heavy meal to stimulate the appetite, and calling this thing Aperitif like you're saying "You better be ready for what comes next" is pretty amazing and I feel like it's worth noting.
This is the second Oroboro AC video I'm watching in a row, and it's the second time I'm learning a weapon didn't work like I thought it did: I use the laser drones AND I DIDN'T KNOW I COULD CHARGE THEM.
I definitely think the laser turret is way stronger in 3v3s where area denial is a much bigger deal and people are less likely to pay attention to the tiny little drone. Especially considering how hard it hits if it does hit you. Maybe not worth bumping up a tier but at least worth considering for those group situations.
The homing missiles can also do some tricky dicky stuff. If your opponent is tunnel visioned on you they'll get hit in the ass or the side by a big missile that they forgot about.
Flamers, too. Damage is whatever, the point is vision obscurement is a much bigger deal, and nobody can see anything with that going on. I dunno if it's better than, y'know, actually killing them, but it's funny
The Stun Needle is very interesting in its difference in pve vs pvp. In pve every single enemy can dodge it on reaction, making it that much harder to use - I only used it on staggered bosses outside of the Ice Worm fight. You can occasionally hit with it raw, but it's not nearly as consistent as it is in pvp.
The Soup missile launchers are nice bcuz you can have them out near constantly, the sheer volume of missiles per seconds is what sells it for me. For me its a B tier (at least in PvE)
The regular hand missile launcher can be refired very quickly, has almost no lockon time, and when dual wielded, creates constant pester shots with a massive ammo reserve. Basically, I am able to keep pressure on at all times, with just enough cooldowns to swap to another weapon, fire, and swap back. Even the best players tend to fail to avoid all the missiles, and I have won quite a few wars of attrition with it due to the range and spam. Not claiming S tier, or even A tier, but a solid B. They are easier to consistently unload than any other missile launcher.
Great list thanks. I'd reconsider regular Plasma missiles tho - they have .3 seconds lock on and very good tracking, and some AOE to boot. I've seen it beeing used in ng+ speedruns as well so I think B is justified
All of the kinetic rifles need a magazine size increase. All of them should have their range and velocity increased by about 20%. The cooldown after the charged shot on the Curtis should be cut in half there's no reason for it to be so slow. Additionally its charge time could be reduced a bit. By the way Scutum is pronounced 'scoot-um'.
all the rifles need to have their ideal range pushed out to 300m, having shots ricochet past 200m is the most painful thing to watch. I wish the Harris charged shot didn't overheat in one-shot
Curtis imo is better than the harris in a majority of content. I was shocked when I tried it. You get 3-4 consecutive charge shots before overheat instead of 1 with the harris and velocity is higher than most weps so it doesnt miss often. Once you get your OST slots in kinetic filled out it one shots most trash mobs when charged. It helped me S rank quite a few missions and I've not had the charge time be an issue but hell, if it was reduced I wouldnt complain. I personally think its slept on but respect that reasonable people can come to different conclusions with their builds
Correction: the jamming bomb launcher does not turn off ALL lock on. There is at least one weapon that can still have full lock on effect while a jam is active, and that's the container missile launcher. The mini missiles have a unique way of targeting that is based off of proximity to the target, meaning you can get full effectiveness from them while in a jamming bomb. It's pretty funny in pvp. Also, in defense of the cluster missile launcher: you do know it comes back, right? The first pass is easily dodged, but the second one is near guaranteed to blindside the opponent and deal absurd impact damage. You have to do quite a bit of kiting, but it's a valuable part of my all missile build, and I could see it pairing well with the assult rifles/burst rifles, with thier prowess for direct hit damage and ability to kite extremely effectively.
The whip getting the praise it deserves! My current go to build for duels is a tetrapod with a harris, dual drones and the whip. You ride in like a sekiro boss and whip the shit out of them for easy stuns, followed with a harris charged shot. Its tanky, dirty and a whole lot of fun. And I am sure, going to be nerfed once people start realising how strong it is
Whip is FAST and there's no obvious tell aside from an arm motion. Within 100 meters it reportedly doesn't miss unless you mess up the timing and the enemy is already dodging. It's tough to react to.
I think it’s actually funny that Stormruler is actually broken for once. Every other game it’s in it’s just a gimmick weapon for one boss and other then that it’s terrible. But for Armored Core 6 they decide to change that.
I have been having a surprising amount of success with the Laser Turrets on a super tanky build rocking double Aperitifs in the hands. It's essentially the same old missile boat strategy, but instead of making yourself hard to get to by flying too high to reach you just surround yourself with laser boys to provide covering fire as you poke with missiles. If someone gets staggered in your pile of laser drones they easily take 40-50% of their health and if they don't approach you just spam missiles at them. It is the only build I got them to do anything particularly interesting on, however.
PSA: this is a PvP ranking. That's why so many tiers look weird. I came in expecting a general tier list, then noticed he kept mentioning other players.
The light lazer rifles are exeptional, at least in PvE, they shred enemies even without staggerring, kill light machines with one hand, kill MT's with two, and just rapid fire whilst strafing around anything bigger, the other two do kinda suck because they overheat so fast, but the light ones took me through my whole first playthrough and a good part of my other two as well.
The Turner carried me through up until the SeaSpider. I used it on every build just to fill the air with lead and keep the pressure up on the enemy. It's also great against MT's although not as good as the Ransetsu-RF.
I beat the sea spider on the second try with dual Turners. I'd be lying if I said they got me through *everything*, but the vitriol they're getting here genuinely surprised me. I've definitely used worse; I couldn't hit a thing with the Scudder.
One thing I will say for the Turner, in PvE at least it's a great workhorse: cheap, light, shreds through adds, you can hit targets well while on the move, even quick or assault boosting. What's not to like? Against ACs though? Every other gun outstrips it performance wise. It's almost a sidearm in PvE. Old reliable when you just have to pick it up and chuck bullets, but you don't have the bullet budget for Sasha and Natasha.
I hope the needle missiles don t get either nerfed or buffed, they are the Perfect spot rn imo, dodgable but packs a punch, decent stagger, damage, fast projectlies and can be buffed with the missile FCS. Oh yeah i completed 3 playtroughts with Dual laser pistols, Like they are laser bazookas with the fire rate of a machine gun and the fool down isn t a problem.
Combined with a good mid range FCS and the max handling Wrecker arm you can shoot as fast as you can click with pin point accuracy. The only weakness is the average tracking due to Wrecker's zero Firearm Specialisation.
Glad to see someone finally pay attention to the laser drones. Timing them charged up right before a stagger feels so good while you unload with your main weapons. I found it to be really effective when running both to use one charged up and the other without charging to pressure the enemy while trying to build stagger Funnels >
The Huxley's are great for weapon reload downtime and the Trueno are nice lighter weight punish machines. The ALBA actually had a lot going for it surprisingly.
I have a bunch of different builds from heavy to light, but one of my strongest builds that I consistently win with is with full ephemera parts, dual laser handguns, and dual single shoulder plasma missiles. Really light, and with the generator that boosts energy weapons it shreds people almost instantly sometimes.
It's not about DPS; Scudder impact is just too low to facilitate any stun punish windows. Ransetsu RF delivers more than twice the acc. impact of the scudder per reload cycle.
Ransetsu is what the "Assault Rifles' should be at damage wise. The way you play Sweet 16 volley blasters is with "boom and zoom" Bazookas while bad are good in combos
The Siege Missles for the Hand are just absolutely insane. Combined with any other well tracking or high damage shoulder weapon you can just make most bosses in the game completely irrelevant by staying back, pumping out thoses babies and following them up on a stagger with your shoulder weapons or even go full missile boat for no Interactivity whatsoever
I decided to try using the Vert Plasma Launcher for Juggernaut and I have fallen absolutely in love with it. The tracking is amazing, the AoE is massive, and the stun damage is disgusting. It's incredible, especially for melee punishes.
Those missiles also stall for a long time in the air - I often forget my opponent launches them, am too occupied with other actions, or caught in bad positioning. The direct 6 cell ones are great in the air as they have a massive pattern so you’re more likely to catch the enemy in AOE!
9:39 Despite having only 5 shots in the magazine, the needle gun has a pretty decent reload speed. Dual-wielding it and alternate firing with it, you can pretty much stagger almost any enemy AC and follow up with a melee attack.
the grand majority being B and above is a good sign. some of the more egregious stuff should be toned down to A in future patches, but I'm guessing from the way last patch was they want to bring stuff up rather than shoot stuff down
I actually really like the whip on Bipeds. Its light swing is so quick that it catches people off guard up close, so using the first hit as an ACS confirm, then using the second swing for a bit of bonus damage is great. I like to use it with the laser shotgun and the shoulder needle missiles for a quick, hard to read swing
The square shaped laser shotgun is s++ tier in my opinion for one simple reason: you can comfortably S rank the ALLMIND coral helicopter destroying mission while bringing nothing but 2 of those, with 0 stress involved and 0 conscious thought required. Other than that it's very fun to just driveby cap trash MTs/generic weaponry and turrets with it
I love the WUERGER Laser Shotgun. Two of those with two of the Shoulder Mounted Pulse Cannons on a super light and fast AC were my S Rank setup for like 80% of the Missions.
The javelin beta is really good for pressure in pvp with other high power missiles, i used them with the guided missile launchers and had a good run in pvp at least it forced them to focus on two projectiles of radically different speed
That's what a lot of people mess up on their builds, you gotta mix them up. Doubling up on pieces work yet leaves you read able if your burst isn't good. Like you can have a misslie boat with 4 different approaches, so they're gonna get hit by something.
The reason people think the melees are bad is because they're using them wrong. The ones you may feel need work are actually great finishers. Face-rolling normal attacks of course will net you an L in PvP, but getting the stagger and charging up the stun baton or laser blade for a finisher works just fine.
I think the pulse cannons might deserve more experimentation. There's just no other shoulder weapon that you can use like a machine gun while also firing your left and right hand weapons. I guess really well managed bullet orbits kinda but it's still pretty different. I don't know if they really deserve B tier or anything but right now it doesn't seem like anyone is really even trying. EDIT: following up after experimenting and theorycrafting for a bit, it's definitely not trash but it has serious issues. C tier is probably right but I think it's a high C at least. If you get a stagger with ludlows or wuergers then just unloading with dual pulse cannons and your guns will do most or all of an AC's health bar in the duration of the stagger. That's far from unique but I think it's still impressive for the pulse cannons' weight tier, and they're a little easier to just use in neutral than most back weapons used in instant kill combos because they're fast and don't need you to stop moving. You can also use them sort of like an orbit that you have more control over, to get just a little more impact with weapons that fall just short of an insta-stagger. That works well with dual sweet sixteens for instance, but your punish isn't all that great. Still, by the time your shotguns reload you can be ready to instantly stagger again, so maybe you could just stay very aggressive with this loadout and try to chain staggers every few seconds. It only takes about 3 interactions to get a kill this way most of the time. The issue of course is mostly in heat management and their high EN load, but if either of those stats get buffed I think pulse cannons are primed to be very strong.
Despite being a melee enthusiast I never tried the plasma thrower because I thought it was a ranged weapon that was sorted in with the melee weapons for some reason XD
Follow up question: Which, if any, of the S tier weapons do you believe need further balancing, and if so, how? Stuns and zimms are the big standouts for me, the delayed missiles I'm torn on (I run a light aggressive build, and they just mess up my playstyle so much... but that doesn't make them inherently OP). The Needle was a surprise to see included, and I feel like the coral shield would be in a far better place if stuns didn't exist. Would be great to hear your thoughts!
I'm not oro, but I honestly think he's spot on about the stun needle launchers. It's direct hit modifier is insane. Dual Zim and needle launchers is pretty degenerate and a low brain power way of playing tbh.
I honestly didn't expect to be watching an Armored Core 6 Tier List for PvP, but it was entertaining nonetheless, even if I never played a single round of PvP (nor would I ever intend to).
Been trying to shake things up a lot between playthroughs. On my 3rd now and have REALLY taken to tank legs combined with the flail (Plasma Thrower). It's an awesome tool both to interrupt aggression and BE aggressive since you can use it while moving in any direction.
karasawa s-tier is interesting. i think it's a little bit worse than that, at least for the investment since it's the heaviest arm weapon in the game and the second heaviest energy requirement in the game.
What I love about this game, is the fact that most people didn't care too much about what is meta or not. Even the weapon sucks, still can see someone having fun with it.
I mostly agree with this list, but there are 2 weapons I feel you rate a little low: the Nebula plasma rifle and the Curtis linear rifle. These guns to me seemed very underwhelming initially, but have performed unexpectedly well with a charged shot-focused treads build. For Nebula, it's definitely hard to land normal shots, but the charged shot has a massive proximity detonation radius. It is very consistent sub 200 meters and nigh-undodgeable in close range, and is pretty much heat neutral with a 128 EFS generator. Nebula acts as more or less guaranteed damage and impact with the option to spam normal shots for direct hit DPS. I have a quad-plasma build using two of these, and although I haven't played too much with it (
from what I remember the Shoulder Pulse Cannon can be fired without recoil (or you need to stop moving to shoot/you won't need quad legs/tetrapods or tank tread legs to absorb recoil), and good as an alternate weapon for destroying pulse shields like for the Balteus-Arquebus fight. not OP or good for 1v1 PVP, has a niche use on PVE, and can probably be useful on 3v3 PVP provided you coordinated with party members to have specific setups/role focused ACs to cover each others shortcomings or units specialized for scenarios (i.e. one unit to focus on tanks and pulse shield removal, one to cover ground attacks, one to counter airborne/stick to air opponents, etc.).
True, but shields aren't as common right now. Everyone prefers burst builds over shields apparently, despite the idea that shields can counter burst builds really well with some skill.
@@Darksiege357 You know what is more funny? A shield on a tank, a full blown heavy build that have a shield. Unless you use bubble, good luck getting throught all those HP before you get chipped to dead.
I found a nice interaction with the Plasma Thrower and the Spring Chicken legs. The spring chicken's quick boost is this big hop that sends you flying, so if you qb at someone and hit the plasma thrower, most of that long animation happens while you're in the hop's forward momentum. Feels good, used it in my campaign for a while. Definitely easier to use with quads or tanks but the spring chicken is doable with a little skill. Just gotta be careful not to double tap it unless you know you've got the stagger setup.
Honestly just using this list to see how to best make cosplay builds for my favorite transformers lol Pile bunker and one of those coral rifles definitely gonna be used to build Scourge from rise of the beasts
The fact that you have the tuernos in A but not the x6 missiles or the split missiles. Is crazy. Literally the majority of these weapons are A tier in the right hands or right combo. I had someone reck me with qaud bubble guns. He had a constant stream. Thats the great thing about AC. 99% of the weapons are good, just depends on the situation and pilot skill.
@@dc7981Plus specifically build countering in PvP just doesn’t feel that great. It’s not terribly satisfying for playing, just for making your enemy lose. PvE you can make anything work great, so…
I appreciate the effort you made to build chapters for each weapon on top of the rating. I would love to have a spreadsheet of this data too. This is my first AC game and I am learning a lot. I also love data. Your assessment of half the weapons had me laughing cause you would be like, "Gun ABC! OH here it is - this one the infamous ABC. Its terrible. But works in this way, Give it a B" you had me on a hell of a rollercoaster ride throughout. In the end I learned a bit about the weapons, the meta, and some basic interpretations on some things to think about when building a build. Thanks fella
Oro, youre sleeping on the stun baton. It is really good for melee cancelling and its charge does great damage as well as procs a stun blast. This stun blast allows you to follow up with another attack. There is no other weapon that allows this kind of combo
i use the laser drones a lot. had noooo idea you could charge them lmao. awesome list. struggling lately against "meta" builds like dual zims and gatling trolls.
Against gatling users, stun guns are really good as electric procs interrupt the continuous fire. Dual stun guns dual ear shots is actually crazy against them. Dual zimmer builds, I have a lot of luck with the harris, whip, and laser drones on a medium weight tetrapod. Go in maintaining midrange shooting the harris until they are in 'zimmer range' then hold to charge it. Release charged drones, Whip twice, it will likely land even on agile builds and stun if they are a lightweight, and then unload the charged harris into them for extra damage. Its CRAZY effective
The stun baton does not suck at all lol. The charge attack sends you flying forward like a lance, and if it hits, plants a delayed bomb that triggers the electric status effect when it goes off for extra damage and a short stun animation on the enemy, as well as about half their stagger bar. To top this off, the cooldown is so insanely low that you can alternate between the boost kick and the charge attack for never ending infinite forward pressure
The main problem with the charge attack is that it is so slow you can only hit it on a staggered opponent, but if you can time it perfectly, you can technically get them in an infinite stagger chain lmao.
It takes time to get used to it, if you can land the charge attack at the correct timing, it makes crazy combos, think about the extreme fast reload timing and the charge up speed
The back plasma cannon does NOT have the same muzzle velocity has the other plasma weapons, it's actually far faster. A very slept on weapon
I totally goofed on that one-definitely slightly higher because of that-next list! 😁
It is an absolutely underrated beast it basically deals the same damage as a fully charged KRSV on its charged attack and the AoE radius of 60 is no joke. I love to use it mid air on higher level when punishing either emptied generators and the opponent is forced to land or when they are rocketing or any other action with a delay, the damage and impact are simply incredible and it just looks cool af
Yeah, it is actually pretty good and I have been using it quite a bit lately on my recent Tetrapod hover AC. The splash on the charge attack is also very good, and anyone on the ground you can hit pretty easily even if they dodge with that splash. Admittedly in PvP people will be in the air more often, but it has enough speed and quite good DPS to be good then too.
I used it against some of the bosses with shields, but it was pretty frustrating to use because it overheats so quickly. And idk about everyone else, but for me it's really hard to see the heat indicators, so unless it heats up really slowly, I always end up overheating my shields/weapons. It's just the tiniest little red bar, and it's displayed in the center of your screen, right on top of all the crazy red shit that's going on in the game, explosions and booster fire, etc. idk how anyone sees such a tiny red line on top of a field of vision that's packed full of red stuff. They really need to add HUD options for making that stuff bigger and thicker or adding some other kind of heat indicator. Needs way better contrast, there should be an option to change it from solid red to just the inverse color of whatever it's on top of. Kinda like the old "inverted" mouse option for Windows lol. Anyway, I guess the problem I ran into with the plasma cannon was that it actually does pretty solid damage, so you're tempted to use it when the enemy is open in order to boost your damage. Since there's an opportunity cost with back weapons. By putting plasma cannons on your back, you don't get to put needle launchers or songbirds on your back. Which means your stagger punishes are weaker. Normally I'd be able to land a melee combo (maybe even 2 with the dagger) AND a back weapon volley. Which matters a lot for enemies with a lot of health. For bosses like the final boss, or quad/tank players. So when you're using the plasma cannon you have a temptation to pull them out when your enemy is staggered, especially if you're not using melee. If you're using like, shotguns or something, you want to just press all your triggers and shoulder buttons when the enemy is staggered. But then you're gonna overheat the plasma cannons, and then they might not be available the next time your enemy's shield goes up. I ran into that so many times it was pretty frustrating. So I just switched to coral weapons since they also have a solid shield damage modifier.
Shhhhh don’t tell them!!
Thank you for my opinion on these weapons. Now I know what to say when other people use weapons different from the Zimmermans.
Try the viento needle pistol with the duel viento needle launchers not the aquibus stuns
@@TheHarrisontempleive done both. Zimmies with Sweet 16s is better
Zims are d rank for me they reload too slow
@reaty05 no need for reload when the first 2 shots followed by dual songbirds a kick and assault armor kills nearly ever AC outright.
@@MayorMerculies every time i used them they suck but not my style i went to laser shotgun since they were 100 times better
Gotta love Oro’s roller coaster of a description on some of these weapons:
“The ransetsu is really good…one of the best rifles in the game-but still not great…B-Tier.” 😂
Never change, Oro.
"This gun has never been beaten, people who bring it do so because of its incredible stagger potential and its huge damage. D tier."
Nothing but ups and downs in this damn vid 😭
Well, it *is* the highest rated rifle on the list lol. Rifles are just bad.
I mean it makes sense, amongst the rifles its one of the best, but rifles overall are just decent so even the best one among them is ok amongst all the other weapon types.
It's not a contradiction to say it's one of the best rifles in the game and give it B-tier because rifles are bad. It's an S tier rifle but a B tier weapon overall. Not hard to understand...
One of the underrated aspects of the grenade launchers is that you don't have to actually hit your shots. Just maneuver your enemy into spaces where they will get hit by the explosion. Good with manual aim too because you can lead your shots
Currently working on a build about just manually aiming the grenade launchers and bazooka's while jamming there aim and missiles. Issue is I play on pad so its rough for me to use haha
@@lucyfleet7402 just go grenade launchers on both arms and shoulders, use the thruster with highest upthrust, use the coral generator with the most EN, fly, aim down, enjoy
@@FerrickAnima That is the plan! The flamethrower works well too since its hitbox is very useful when not locking. Issue is the jamming just isn't reliable to mitigate enough damage to give up a second hand slot IMO
@@lucyfleet7402 the thing is, the massive nade launchers will launch you upwards/backwards (depending on where you aim it) so you can stay in the air for a very very long time, and I mean the big ones, not the small canister ones
Yep also it pays to get some vertical liftoff before using it to increase chance of splash damage
The Plasma Thrower even acts as a shield when spinning up, negating some damage as bullets ricochet off!
I watched a sep video, the dmg negation is pretty minimal (20% or so I think?), same for chainsaw and slicer
Not sure how good you are with math but 20% damage reduction is a major difference especially considering it's additional utility.@@tehli6726
@@tehli6726 40%, its not insane but it is solid
plus it makes you look like a cyberpunk ninja badass
@@Corusame looks like a flail to me
I honestly think the laser dagger is A tier, not only because of the damage, but because of how fast it reloads. You can usually get 2-3 full combos on staggered bosses. And constantly cancel it in pvp for movement and mind games
Gotta be the right build with it, but I agree.
I like the fact that you can toss it on an ultralight 400 boost AC and still have something with a punch.
😂
Agreed. dagger 3, kick then another 3 and melt people left and right unless they have more exceptional recovery
It's easily the best melee weapon for footsies, it has tracking on par with the pulse sword and laser lance, and like you said it is just quick to come out and fully cancelable.
It's interesting to see another take from someone with different playstyle, but I really hope you elaborate a bit more on the technical side beyond "It's bad" or "It's underrated" or "It's really good" or "There's a better option" (What is this 'better option'?). You did most of the explosive weapons dirty this way.
Some things that I think require further elaboration:
*1. Missiles' potential as a source of 'delayed pressure'.*
As someone who has "Unrelenting Pressure" as his main build doctrine, I feel like you slept on how missiles seems to bait most people to dodge, which indirectly drains the energy that can be used to dodge your other attacks, or forcefully make them move even a tiny bit from their current position into a hopefully less favourable option (Such as your other attacks). When they do hit, the damage is not too bad. Plus they have great range which can be used to for poking.
Other options that I feel are similar in this function are Orbits and Coral Missiles, but they have way less range (Laser Orbit = 400, Dual Missile = 500, Active Homing Missile and Coral Missile = 1000, Split Missile =1425, normal missiles = 2500), and Coral Missile took way too long to lock on (4.9 sec VS 0.4 - 1.4 sec).
(Javelin Beta's usage is still questionable and I haven't experimented on it, so I can't comment on that topic)
*2. WLT 011 and KRSV's two level charge system seems to be ignored*
WLT011 level 1 charge and Nebula Redshift charge has similar charge time and damage (On NGI000 generator with Trainer AC as dummy target, KSRV = 1187, WLT011 = 1828, Nebula Redshift = 1984), but WLT011 has faster projectile speed (Seems comparable to KRSV).
Your focus on KRSV 'big damage but long cooldown' and your comment on the WLT011 being "There's better punish option" give me the impression that you're only thinking of the full charge, and WLT011 might shine a bit more with this fact (If not for the weight issue)
*3. Songbird's ease of use seems to be ignored.*
Songbird fires almost instantaneously compared to every other cannons, which helps a lot when your window is limited, or you want to minimize the time where you're vulnerable. This quick and easy AoE with nice damage (and way better performance than favorite CQC cannon, Morley, even on CQC conditions) is actually what makes Songbird very popular, and IMO warrants a better evaluation
*4. What's the reasoning of putting specific weapon in a tier despite it having a specific niche?*
Weapons in AC is usually made on a spectrum based on weight/energy to accommodate build variety. As you didn't really elaborate on these "better options", the placement of weapons in the same class as weapons with weight/energy issues feels weird (Example: KSRV compared to other laser/plasma rifles)
To elaborate on KSRV's case, KSRV is the heaviest arm weapon in the game, yet its damage is actually comparable to VE-66LRB which has 3000 less weight, less charge time, and similar projectile speed with the trade off being less impact. Thus, if you have other impact source (or on a lighter build), you might choose to take this trade-offs.
KSRV = 10120 Weight, 707 EN Load, 2522 Full Chg. ATK Power, 1930 Impact, 4.5 Full Chg. Time
VE-66LRB = 7760 Weight, 604 EN Load, 2352 Chg. ATK Power, 690 Impact, 2.3 Chg. Time
VE-66LRA = 4940 Weight, 532EN Load, 535 Chg. ATK Power, 535 Impact, 2.8 Chg. Time
(Note: KSRV level 1 charge seems to be around 0.6, as it's similar to Ransetsu FF's 0.7 charge time. But, it only deals 1187 damage on tester AC with NGI000 generator, which actually makes it the weakest laser rifle in exchange for fast charge time).
I hope you elaborate more on your next vids to enlighten us on your discoveries and promote healthy discussions
Great feedback-I will work harder on the next tier list, promise!
To add about the missiles - everyone seems to forget, there’s no damage drop off or richochet from missiles - if they hit, they hit for full, bar some of the scatter weapons and the plasma launchers, but all the kinetic missiles basically follow this rule. Have an enemy running away from you constantly? You won’t outrun the 10-cell launcher on my tank, proven. And even if you dodge, as mentioned by op, that displacement lets me get those few feet closer than I was before. Literally decides fights and now that I’ve learned this, I’ve begun to see why I’ve been wasting time double stacking most weapons (made combat simpler for monke brain of “bottom buttons top buttons”)
I think the point to make is there are no "good" or "bad" weapons its ALL specialization. Each weapon kinda has a "job" its best at and putting a different weapon in its place will make that weapon seem worse. Like the smaller laser shotgun, its better use is for its charge which is more like a spear than a shotgun blast which makes it really unique!
I also agree weight should play a factor in this, the ksrv aka the nostalgia gun, even if its super rad its still heavy as shit.
And finally i definitely think his list should be prefaced as pvp minded, for example the vertical plama launchers (low b rank) shoot 5 salvos that each can pop 1 of your regular mts, fire forget and move on, great for s ranks when you need to be fast
"X is SO REAALLYY REALLY GOOD--b tier."
i think you're sleeping on the pulse blade. it has one of the highest direct hit bonuses in the game. critically, you can stagger on the first hit, then get direct hit on the second, which is actually more damage than the light pile attack.
It is quite strong especially with the Basho arms. If you use the 2 hit slash on a staggered enemy with the Basho arms, its almost takes away 50% of their AP on a medium build.
Both the combo and charged swings are perfect and double slash on ACS overload is disgusting.
You have to not be shit with it though and that doesn't seem to be this guys forté
@@soggybiscotti8425 ... or maybe it was just an oversight? We are human after all.
Its really interesting seeing the difference in people's opinions on certain weapons, especially the melee weapons. A different tier list completely swapped the position of the yoyo and the stun baton.
If someone says the yoyo is bad they have never used anything besides bipedal legs and are exposing their own lack of knowledge
@@kahlt_facts. After using a lot of different things I really think yoyo on quad is the best melee setup.... but every tier list I see except like one has it way low.
@@nihilakhBecause melee on quads is slow as balls. The one viable option would be wheelchair.
That tier list was specifically evaluating the yoyo on a bipedal build.
@@Truth_Hurts_Bad are you saying quad speed is too low? It's really doesn't matter if that's the case. They are more than fast enough to catch lightweights, will not get staggered and stagger you and kill you. Plus uh, just because you have a melee weapon doesn't mean you aren't a threat at greater range. Quads with a melee often play the range game and use melee to punish approach
Also, the Coral Shield is the only Shield that allows you to fire your left arm weapon. So basically that Shield allows for the highest DPS. Also, quick boosting does not take down your shield and instead brings it back into the sweet .8 second window of max damage resistance.
Holy shit, you can QB with it up?!
Oh shit, didn't know that. That's insane.
Other shields also have a max damage redux tech since they come back almost instantly after dodging. Only issue is the cooldown gets cranked up if you pop the shield and put it away too many times too quickly.
The two pulse bucklers have very different stats! The kite-shaped one has a very long initial guard (1.6 seconds) but reduced percentages blocked, while the diamond shaped one has a much lower initial guard duration (around 0.4 seconds iirc EDIT: it’s 0.3 seconds!) with almost maximum damage/impact reduction! The second one is definitely my favourite of the two
My [Pulse Buckler] is a machine that turns [instant death combos] into [42]
The problem with the second one is that even if you activate it in time, some attacks last longer than the initial guard does and they still hit you for a lot.
Laser dagger tech for you due to its extremely fast cooldown. Once you stagger an enemy and go for the melee many panic use their expansion slot this resets their stagger gague. Counter with assault armor to instantly refil stagger gague. Laser dagger has already finished cooldown get in 3 more free hits.
For enemies in PVE: Detonating missile launcher has the best tracking in the game, it can do tight circles around enemies. With 2 of these equiped, 2 salvos can fully stagger the trainer AC. It also has a decent reload speed and not too bad of a lock on time. Equipping 2 of these launchers + a ransetsu means you can constantly re-stagger balteus in 5 seconds
Stun baton is best used when you break the enemy. If you use the charge attack it does decent damage, leaves the electric dot which sets up the next stun at already 50%+. Allowing you effectively to keep locking down an opponent over and over.
seems like people don't know electrical anomaly almost act likes frenzy like in bloodborne or elden ring, easy to get and near impossible to get rid of overtime
Explosive thrower is incredibly slept on. The stagger build up for how easy it is to hit once you get used to it, is one of the most consistent and reliable forms of stagger out there.
I second this, I have a build around this weapon alone,
Max range is 100m, if they are within, or fly inside the explosion, they are getting the full on ACS strain and damage. It's kinda insane, reloads fast enough for you to be aggressive with it aswell.
Explosive Thrower basically is just Sekiro's Firecracker in AC6
@@crisagcol3838Never thought about it that way, that's true
@@crisagcol3838true, doesn't scare off any smart cleaner tho
I need to try this weapon but I’ve been walked on a leash by a guy before with these things - a melee build revolving around it and the Zimmerman, literally using the kick and shotguns knock back to move me into his range to wack me with a blast - bad time for a drone-smg build. was on next level stuff
The plasma cannon is actually way stronger than described. The full charge increases its velocity to be the same as laser weapons.
I agree with everything on this list except for one: The Pulse Blade. I ABSOLUTELY use this as a punish weapon because, especially with the basho, you can do insane direct hit damage. It's direct hit modifer is *230*. The only melee weapon higher than that is the chainsaw. It's EN light and the weight is very manageable, so it can sit in a bay until the time is right then go in to annihilate the poor bastard. The main issue I have with the pulse blade is the same as you described for the laser blade, in that the tracking can be a bit jank. However, if you land both hits your opponent is going to FEEL IT. Beyond that, I think this is a great, very well explained list and I generally agree with everything else. Keep up the good work =)
Thank you! Finally someone else that gets it. There is even more to this weapon too. It's the best at dash cancels and if the enemy has already a tiny bit of stagger damage you can dash cancel into a charged attack for a full stagger. Only problem is that the second hit of the combo often misses.
I agree wholeheartedly with you. Pulse Blade is still my favorite melee option. Additionally, it's one of the only melees that has a heavy attack with a cancellable lunge like a light. The heavy attack goes ridiculously far and the blade gets a good chunk longer as well, and it deals an INSANE amount of impact for a long-reaching cancellable attack, enough that even a slight amount of buildup from poking usually means an instant stagger. In this way, the PB serves a threefold purpose: Punish staggers with the light-light, get staggers with the heavy, and use both cancellable lunges to close distance and feint.
@mettlemesh The uncharged actually has little more reach while the charged has better tracking.
I totally disagree-as far as punishes go it's on the weaker end for melee weapons-its strength is still just using it from neutral IMO
@Oroboro If you're comparing it to the chainsaw, laser slicer and pilebunker just for the damage then yes, however the chainsaw and laser slicer have a long animation and a good player will always assault armor out of it and punish you back. The pulse blade's attacks come out fast enough to not react fast enough for assault armor. But in the end the laser dagger comes on top because if you stagger someone and then go in with the 3-hit combo and they assault armor then you can assault armor right back and by that time the dagger's cooldown is up and you can do the 3-hit combo again to finish them. It's the only weapon that can do this unless you carry a second melee weapon and switch to it during your assault armor but why would you waste a back slot on another melee weapon when the dagger is enough.
I’ve gotta say that I prefer the Curtis (Linear Rifle) to the Harris. The problem with the Harris is that it overheats after a single charge shot, which means you really need to “call your shot” with it, while you can kinda just spam charge shots with the Curtis.
(Edit) I realize that the analysis here is mostly for PVP which I haven’t done yet, but I always switch out my Curtis for AC battles in PVE so yeah, I can see how the Curtis is trash for PVP. I just like it because you can one-shot a lot of mid-level enemies for just 100 credits.
I agree with you on the Curtis vs the Harris, particularly with PVE. I feel like if you want something with a big punch/slow ROF for the same weight as a Harris, just get a bazooka. More damage, plus some splash if you miss. Curtis is great for quickly picking off small targets like a Rifle, but can also pack a punch for cracking ACS and adding meaningful damage to an ACS-overload volley. It just feels way more versatile and applicable to more situations.
Completely agree with ya. Curtis was one of my main weapons for a long time (the damage in relation to ammo capacity is insane). Thanks for pointing out the video is mostly for pvp, I didn't realize that
I know its already a year to reply, but I'm glad I met another Curtis user. Yes its a PVE weapon.
I dual wield it in many missions. Simply because it looks good dual wielded. Also, the large ammo capacity in it making total damage package is favorable for various missions. The projectile is beautiful looking too.
Also, as another PVE weapon I like is the laser turret. All AC battle in the story are quickly finished with it somehow. I done many bosses in first try with this thing. A total fool proof and boss cheesing machine. The game AI somehow cant see them and just goes near them and hilariously eat large total damage. Its like Curtis, its less damage burst but large total damage. Which making it another nice PVE weapon. Arena AC goes down really easy with this thing.
Both Curtis and Laser turret are getting low tier in this video. Understandable since PVE is totally different than PVP, and this video is PVP minded.
I've actually had quite a lot of success with the Javelin, but there definitely is a "trick" to it you need to have down for it to work. First, it absolutely does not work as an offensive tool. It's a defensive tool used to give you an edge against close range builds like shotgunners or pistoleers that have no choice but to close the range. Second, you have to watch which way the missile launchers, and then follow it. Basically just put the trail in-between you and the enemy, so they either have to eat the hit, or back off.
I figured the trick with the javelin was to blast your opponent when they're staggered or stuck in an animation (or even better, pinned to a wall)
I just mindlessly spam twin javelins and it just works.
They recharge quickly and deal great damage+stagger (and most players i come across dont try to avoid them at all.
Hope it stays slept on tbh
I disagree with a good number of things, which I think is indicative of some decent weapon balance.
Iv also seen some other tier lists that people have put up with WILDLY different opinions on weapon placement, especially when it comes to melee weapons.
Agreed. The usability and potency of alot of these weapons depends on the players build, skill and playstyle.
Had the same thoughts as well. There’s weapons in one or two tiers too low or too high based off my own experience with builds and other peoples builds. The exploding string missile sets up a bunch of acs stun even if you’re kinda close to the trail at all. Some of the best impact weapons overall are missiles lol, but having a fcs that basically free fires it is like throwing dual laser pistols on the heavy tank legs. A lot of the meta weapons are good without thinking of your build; everything under that requires some build conformities to get the best out of. The triple laser cannon being in A is crazy to me.
@@sinAnon6689 1000%. I’ve found acv/vd style builds to be incredibly effective. When it comes to brace-to-fire weapons, I’ve found low altitude hover tetra builds to be incredibly fun. Turns out the tetra hover boost speed is weight dependent~ish and isn’t affected by booster choice with mid-light builds topping at a respectable 310 without having to pause for each of your four bazooka, laser/plasma weapons, etc. Yet still staying in the mix without becoming a ac130.
The rifles really need more effective range, and projectile velocity to match. They basically have to be as close as the shotguns to be effective, and at that range, why not just use a shotgun?
Yeah, ricochets happen too often. Especially the linear rifles
So glad the pulse shield launcher got some love they're really fun
The vertical plasma missiles are good but they stay in the air forever and they aren't as spammable as the forward ones which are ready every 3 seconds.
The plasma rifle is also really good on light builds that use duals already. Honestly they don't even have to be staggered, it swaps SO quickly. It shoots immediately between swaps and the opponent basically never sees you shoot it, and they really don't want to get hit by it.
Regarding Energy Rifles:
The multi-energy rifle at 20:00 is currently my favorite weapon. He talks about having to charge it, but even without charging it’s fantastic. Faster rate of fire and Stronger than the Nebula. Only downside is it overheats quickly
and it weights more than any other arm weapon, thats a pretty big downside
@@antarescypher2551 yes it is you’re absolutely correct I still recommend it
@@sinAnon6689 it’s not the best for long missions with loads of enemies, but I’ve used it to S rank Escort the Mining Ship and most of the Boss specific missions
I'd had some surprising success in PVP with some of the odder missiles just by combining them with each other and the newly buffed ARs for constant pressure. On their own each weird missile is pretty easy to dodge but in combination they make for a hellstorm that I find most people struggle to keep up with for too long.
One big advantage of the Delivery Boy in particular is that is flies around and drops multiple waves of missiles/bombs to carpet the enemy with decent tracking, since nobody uses it nobody expects it to come back around for multiple drops.
I played with Delivery Boy a bit in PvE but found them incredibly unreliable. Sometimes the drone hovers over the target and does 3 full bombing runs, other times it crashes into the ground after a single run and you get nothing else out of it.
Wait it does multiple runs?
Yup, it makes it a lot stronger in 3v3s than 1v1s but only on kinda open maps, the missiles can run into things and get destroyed @@syrusalder7795
@@syrusalder7795 Um, it's SUPPOSED to do multiple runs, a grand total of 3, but somemtimes the drone just crashes into the ground for no reason, so it doesn't... That's one of my issues with the weapon. Try them in the test area against the tetrapod. It's almost random how many bombing runs you get.
Hey Oro! I wanted to offer a few tips i found that may help you and other players!
1.) The back plasma launcher is unique because unlike the back laser weapons, a charged shot does not affect the damage or blast radius very much at all. Instead it DRAMATICALLY increases the projectile speed, making it as fast as laser weapons and easier to hit stuff with, while still retaining the signature plasma AOE damage
2.) The aura pulse light cannon (or whatever it is) is not bad at all if you use the FCS-G2 P10SLT or P12SML!
3.) I think a lot of people misunderstand how missiles work! ALL missiles (including lightwave) automatically lock on to a single target, without any inputs from the player, regardless of whether you are locked on or not. The manual lock with missiles (by holding r1 or l1) is for MULTI TARGET LOCK ONLY. FCS that have high multi target correction reduce this time. The same is true for FCS with high missile lock correction. Bottom line, in PVP you won't need to do anything with your missiles to use them. As long as you see the yellow bar, you're good to fire 😊
4.) Medium laser rifle sucks. It is not equal with the other two.The VP-66LR and VE-66LRB are each better in their own way. Also the VE-66LRA has less ammo than either.
5.) Lastly (this one is my opinion, not supported by numbers) the triple laser cannon is not as good as the single one. It only does about double the damage (despite having three cannons?) And it has 24 shots. Each cannon fires a shot, so really you only get 8 shots, or 4 charged shots. For me, the regulular laser cannon or laser shotgun cannon are far better and more reliable.
Worth noting about the Detonating Bazooka Javelin - Dude's got an insane amount of Direct Hit Multiplier. If you get a stagger this thing can be your finishing blow.
Twin laser pistols have been my go-to for most of the PVE experience. Good damage and stagger with the most abundant ammo supply, the option to charge shots, and light enough to allow all kinds of shoulder options on my favorite reverse join legs, it does no wrong.
Tried like ten different things after dropping the shotguns off my list and nothing came close to feeling as satisfying and reliable in PvE as the laser handguns. Super solid.
Double cha cheng after the buffs are insane.
I got S ranked on Ayre on the first try after struggling with my dual laser guns/ double plasma cannon
What's interesting is the main thing that I've been getting from all these different tier list videos is that the game is just incredibly well-balanced
"Aperitif" is pronounced "uh-pear-uh-teef", which I wouldn't normally care about correcting but an aperitif is an alcoholic drink served before a heavy meal to stimulate the appetite, and calling this thing Aperitif like you're saying "You better be ready for what comes next" is pretty amazing and I feel like it's worth noting.
This is the second Oroboro AC video I'm watching in a row, and it's the second time I'm learning a weapon didn't work like I thought it did:
I use the laser drones AND I DIDN'T KNOW I COULD CHARGE THEM.
I definitely think the laser turret is way stronger in 3v3s where area denial is a much bigger deal and people are less likely to pay attention to the tiny little drone. Especially considering how hard it hits if it does hit you. Maybe not worth bumping up a tier but at least worth considering for those group situations.
The homing missiles can also do some tricky dicky stuff. If your opponent is tunnel visioned on you they'll get hit in the ass or the side by a big missile that they forgot about.
Flamers, too.
Damage is whatever, the point is vision obscurement is a much bigger deal, and nobody can see anything with that going on.
I dunno if it's better than, y'know, actually killing them, but it's funny
The Stun Needle is very interesting in its difference in pve vs pvp. In pve every single enemy can dodge it on reaction, making it that much harder to use - I only used it on staggered bosses outside of the Ice Worm fight. You can occasionally hit with it raw, but it's not nearly as consistent as it is in pvp.
The Soup missile launchers are nice bcuz you can have them out near constantly, the sheer volume of missiles per seconds is what sells it for me. For me its a B tier (at least in PvE)
The regular hand missile launcher can be refired very quickly, has almost no lockon time, and when dual wielded, creates constant pester shots with a massive ammo reserve.
Basically, I am able to keep pressure on at all times, with just enough cooldowns to swap to another weapon, fire, and swap back. Even the best players tend to fail to avoid all the missiles, and I have won quite a few wars of attrition with it due to the range and spam.
Not claiming S tier, or even A tier, but a solid B. They are easier to consistently unload than any other missile launcher.
I will try them again-I did them dirty 😅
@@Oroboro In fairness... I literally agreed with every single other ranking. XD
Great list thanks. I'd reconsider regular Plasma missiles tho - they have .3 seconds lock on and very good tracking, and some AOE to boot. I've seen it beeing used in ng+ speedruns as well so I think B is justified
The back plasma cannons with the 150 generator will do almost 10,000 damage on a punish they are insane
All of the kinetic rifles need a magazine size increase.
All of them should have their range and velocity increased by about 20%.
The cooldown after the charged shot on the Curtis should be cut in half there's no reason for it to be so slow. Additionally its charge time could be reduced a bit.
By the way Scutum is pronounced 'scoot-um'.
all the rifles need to have their ideal range pushed out to 300m, having shots ricochet past 200m is the most painful thing to watch. I wish the Harris charged shot didn't overheat in one-shot
Curtis imo is better than the harris in a majority of content. I was shocked when I tried it. You get 3-4 consecutive charge shots before overheat instead of 1 with the harris and velocity is higher than most weps so it doesnt miss often. Once you get your OST slots in kinetic filled out it one shots most trash mobs when charged. It helped me S rank quite a few missions and I've not had the charge time be an issue but hell, if it was reduced I wouldnt complain. I personally think its slept on but respect that reasonable people can come to different conclusions with their builds
Correction: the jamming bomb launcher does not turn off ALL lock on. There is at least one weapon that can still have full lock on effect while a jam is active, and that's the container missile launcher. The mini missiles have a unique way of targeting that is based off of proximity to the target, meaning you can get full effectiveness from them while in a jamming bomb. It's pretty funny in pvp.
Also, in defense of the cluster missile launcher: you do know it comes back, right? The first pass is easily dodged, but the second one is near guaranteed to blindside the opponent and deal absurd impact damage. You have to do quite a bit of kiting, but it's a valuable part of my all missile build, and I could see it pairing well with the assult rifles/burst rifles, with thier prowess for direct hit damage and ability to kite extremely effectively.
The whip getting the praise it deserves! My current go to build for duels is a tetrapod with a harris, dual drones and the whip. You ride in like a sekiro boss and whip the shit out of them for easy stuns, followed with a harris charged shot.
Its tanky, dirty and a whole lot of fun. And I am sure, going to be nerfed once people start realising how strong it is
Whip is FAST and there's no obvious tell aside from an arm motion. Within 100 meters it reportedly doesn't miss unless you mess up the timing and the enemy is already dodging. It's tough to react to.
Oro out here giving away the Zimmerman assault boost strats. So many people don't use it right in pvp.
I think it’s actually funny that Stormruler is actually broken for once. Every other game it’s in it’s just a gimmick weapon for one boss and other then that it’s terrible. But for Armored Core 6 they decide to change that.
It's good in Elden Ring too tho.
literally no one calls it the storm ruler and it's good in most of the games
@@williamingwerson4692what the fuck is he talking about?
@@erikwilliams8692 the moonlight greatsword
@@williamingwerson4692think he's talking about the stun needles for the worm boss
S Tier weapons 5:55 Zimmerman shot gun, 9:59 Stun Gun, 19:32 multi energy rifle, 21:26 siege missile launcher, 27:23 Plasma Thrower, 33:23 stun needle launcher, 40:18 needle missile launcher, 42:21 coral missile launcher, 47:45 coral shield
I have been having a surprising amount of success with the Laser Turrets on a super tanky build rocking double Aperitifs in the hands. It's essentially the same old missile boat strategy, but instead of making yourself hard to get to by flying too high to reach you just surround yourself with laser boys to provide covering fire as you poke with missiles. If someone gets staggered in your pile of laser drones they easily take 40-50% of their health and if they don't approach you just spam missiles at them. It is the only build I got them to do anything particularly interesting on, however.
Thanks for this Video! Been over 15 years since I have played AC and this is helping me learn and get my build right!!!
PSA: this is a PvP ranking. That's why so many tiers look weird. I came in expecting a general tier list, then noticed he kept mentioning other players.
This is what I needed to know. Thank you.
I assumed so as well but the Pilebunker anywhere above C is baffling
It's actually not-this tier list can be almost equally applied to PvE as well.
@@Oroborohard disagree
PvE doesn’t matter though, you can use almost anything and beat the game 3 times lol.
The light lazer rifles are exeptional, at least in PvE, they shred enemies even without staggerring, kill light machines with one hand, kill MT's with two, and just rapid fire whilst strafing around anything bigger, the other two do kinda suck because they overheat so fast, but the light ones took me through my whole first playthrough and a good part of my other two as well.
The Turner carried me through up until the SeaSpider. I used it on every build just to fill the air with lead and keep the pressure up on the enemy. It's also great against MT's although not as good as the Ransetsu-RF.
Agreed. I even used it against the Chapter 4 IB-01: CEL 240 boss. It's a very solid weapon.
I beat the sea spider on the second try with dual Turners. I'd be lying if I said they got me through *everything*, but the vitriol they're getting here genuinely surprised me. I've definitely used worse; I couldn't hit a thing with the Scudder.
One Turner carried me through the whole game, used it through most of my second playthrough as well.
One thing I will say for the Turner, in PvE at least it's a great workhorse: cheap, light, shreds through adds, you can hit targets well while on the move, even quick or assault boosting. What's not to like? Against ACs though? Every other gun outstrips it performance wise. It's almost a sidearm in PvE. Old reliable when you just have to pick it up and chuck bullets, but you don't have the bullet budget for Sasha and Natasha.
I hope the needle missiles don t get either nerfed or buffed, they are the Perfect spot rn imo, dodgable but packs a punch, decent stagger, damage, fast projectlies and can be buffed with the missile FCS. Oh yeah i completed 3 playtroughts with Dual laser pistols, Like they are laser bazookas with the fire rate of a machine gun and the fool down isn t a problem.
Curtis rifle is good as long as you use the arms with the second best recoil control so you can spam them up close.
Combined with a good mid range FCS and the max handling Wrecker arm you can shoot as fast as you can click with pin point accuracy. The only weakness is the average tracking due to Wrecker's zero Firearm Specialisation.
I managed to get a kill with the javelin beta missile launcher... guy walked right into it because its actually kind of hard to see.
Glad to see someone finally pay attention to the laser drones. Timing them charged up right before a stagger feels so good while you unload with your main weapons. I found it to be really effective when running both to use one charged up and the other without charging to pressure the enemy while trying to build stagger
Funnels >
Laser weaponry isnt really made for staggering, they specialize in doing direct damage. There are far better options for getting stagger.
The Huxley's are great for weapon reload downtime and the Trueno are nice lighter weight punish machines. The ALBA actually had a lot going for it surprisingly.
I was using the stake driver with the needle missile launcher with needle gun for a while. Super fun impaler build
I have a bunch of different builds from heavy to light, but one of my strongest builds that I consistently win with is with full ephemera parts, dual laser handguns, and dual single shoulder plasma missiles. Really light, and with the generator that boosts energy weapons it shreds people almost instantly sometimes.
The scudder is better than the bursts imo. Maybe on paper the dps is less but in practice i land more shots with the scudder.
It's not about DPS; Scudder impact is just too low to facilitate any stun punish windows. Ransetsu RF delivers more than twice the acc. impact of the scudder per reload cycle.
Ransetsu is what the "Assault Rifles' should be at damage wise.
The way you play Sweet 16 volley blasters is with "boom and zoom"
Bazookas while bad are good in combos
The Siege Missles for the Hand are just absolutely insane.
Combined with any other well tracking or high damage shoulder weapon you can just make most bosses in the game completely irrelevant by staying back, pumping out thoses babies and following them up on a stagger with your shoulder weapons or even go full missile boat for no Interactivity whatsoever
I love missle boating Balteus just out of spite
short version of the video:
"THESE THINGS ARE IN-SANE!"
"Solid B-tier"
I wonder how dramatically this list would be different with a PvE focus instead of PvP
I decided to try using the Vert Plasma Launcher for Juggernaut and I have fallen absolutely in love with it. The tracking is amazing, the AoE is massive, and the stun damage is disgusting. It's incredible, especially for melee punishes.
Those missiles also stall for a long time in the air - I often forget my opponent launches them, am too occupied with other actions, or caught in bad positioning. The direct 6 cell ones are great in the air as they have a massive pattern so you’re more likely to catch the enemy in AOE!
“This thing is really good” C tier 😂😂😂
9:39 Despite having only 5 shots in the magazine, the needle gun has a pretty decent reload speed. Dual-wielding it and alternate firing with it, you can pretty much stagger almost any enemy AC and follow up with a melee attack.
“I dont know if it needed a buff” followed by “it’s still not great” lol
the grand majority being B and above is a good sign. some of the more egregious stuff should be toned down to A in future patches, but I'm guessing from the way last patch was they want to bring stuff up rather than shoot stuff down
I actually really like the whip on Bipeds. Its light swing is so quick that it catches people off guard up close, so using the first hit as an ACS confirm, then using the second swing for a bit of bonus damage is great. I like to use it with the laser shotgun and the shoulder needle missiles for a quick, hard to read swing
From what I hear within 100 meters it's stupid difficult to avoid since it's not really telegraphed and it comes out super fast.
The square shaped laser shotgun is s++ tier in my opinion for one simple reason: you can comfortably S rank the ALLMIND coral helicopter destroying mission while bringing nothing but 2 of those, with 0 stress involved and 0 conscious thought required. Other than that it's very fun to just driveby cap trash MTs/generic weaponry and turrets with it
I love the WUERGER Laser Shotgun. Two of those with two of the Shoulder Mounted Pulse Cannons on a super light and fast AC were my S Rank setup for like 80% of the Missions.
The Wuerger is the closest we're gonna get to having a right hand "melee" option
Finally, someone who appreciates the dual Harris’
The javelin beta is really good for pressure in pvp with other high power missiles, i used them with the guided missile launchers and had a good run in pvp at least it forced them to focus on two projectiles of radically different speed
That's what a lot of people mess up on their builds, you gotta mix them up. Doubling up on pieces work yet leaves you read able if your burst isn't good. Like you can have a misslie boat with 4 different approaches, so they're gonna get hit by something.
The reason people think the melees are bad is because they're using them wrong. The ones you may feel need work are actually great finishers. Face-rolling normal attacks of course will net you an L in PvP, but getting the stagger and charging up the stun baton or laser blade for a finisher works just fine.
I think the pulse cannons might deserve more experimentation. There's just no other shoulder weapon that you can use like a machine gun while also firing your left and right hand weapons. I guess really well managed bullet orbits kinda but it's still pretty different. I don't know if they really deserve B tier or anything but right now it doesn't seem like anyone is really even trying.
EDIT: following up after experimenting and theorycrafting for a bit, it's definitely not trash but it has serious issues. C tier is probably right but I think it's a high C at least. If you get a stagger with ludlows or wuergers then just unloading with dual pulse cannons and your guns will do most or all of an AC's health bar in the duration of the stagger. That's far from unique but I think it's still impressive for the pulse cannons' weight tier, and they're a little easier to just use in neutral than most back weapons used in instant kill combos because they're fast and don't need you to stop moving. You can also use them sort of like an orbit that you have more control over, to get just a little more impact with weapons that fall just short of an insta-stagger. That works well with dual sweet sixteens for instance, but your punish isn't all that great. Still, by the time your shotguns reload you can be ready to instantly stagger again, so maybe you could just stay very aggressive with this loadout and try to chain staggers every few seconds. It only takes about 3 interactions to get a kill this way most of the time. The issue of course is mostly in heat management and their high EN load, but if either of those stats get buffed I think pulse cannons are primed to be very strong.
Despite being a melee enthusiast I never tried the plasma thrower because I thought it was a ranged weapon that was sorted in with the melee weapons for some reason XD
Follow up question: Which, if any, of the S tier weapons do you believe need further balancing, and if so, how?
Stuns and zimms are the big standouts for me, the delayed missiles I'm torn on (I run a light aggressive build, and they just mess up my playstyle so much... but that doesn't make them inherently OP). The Needle was a surprise to see included, and I feel like the coral shield would be in a far better place if stuns didn't exist. Would be great to hear your thoughts!
I'm not oro, but I honestly think he's spot on about the stun needle launchers. It's direct hit modifier is insane. Dual Zim and needle launchers is pretty degenerate and a low brain power way of playing tbh.
I honestly didn't expect to be watching an Armored Core 6 Tier List for PvP, but it was entertaining nonetheless, even if I never played a single round of PvP (nor would I ever intend to).
Been trying to shake things up a lot between playthroughs. On my 3rd now and have REALLY taken to tank legs combined with the flail (Plasma Thrower). It's an awesome tool both to interrupt aggression and BE aggressive since you can use it while moving in any direction.
Whip tank sounds freaking hilarious. Drive-by spankings.
@@kirbyis4ever It do be like that, haha
there should be 2 tier lists. 1 for pvp, 1 for the story progression.
karasawa s-tier is interesting. i think it's a little bit worse than that, at least for the investment since it's the heaviest arm weapon in the game and the second heaviest energy requirement in the game.
What I love about this game, is the fact that most people didn't care too much about what is meta or not. Even the weapon sucks, still can see someone having fun with it.
I mostly agree with this list, but there are 2 weapons I feel you rate a little low: the Nebula plasma rifle and the Curtis linear rifle. These guns to me seemed very underwhelming initially, but have performed unexpectedly well with a charged shot-focused treads build.
For Nebula, it's definitely hard to land normal shots, but the charged shot has a massive proximity detonation radius. It is very consistent sub 200 meters and nigh-undodgeable in close range, and is pretty much heat neutral with a 128 EFS generator. Nebula acts as more or less guaranteed damage and impact with the option to spam normal shots for direct hit DPS. I have a quad-plasma build using two of these, and although I haven't played too much with it (
from what I remember the Shoulder Pulse Cannon can be fired without recoil (or you need to stop moving to shoot/you won't need quad legs/tetrapods or tank tread legs to absorb recoil), and good as an alternate weapon for destroying pulse shields like for the Balteus-Arquebus fight. not OP or good for 1v1 PVP, has a niche use on PVE, and can probably be useful on 3v3 PVP provided you coordinated with party members to have specific setups/role focused ACs to cover each others shortcomings or units specialized for scenarios (i.e. one unit to focus on tanks and pulse shield removal, one to cover ground attacks, one to counter airborne/stick to air opponents, etc.).
@Oroboro Pulse gun also break shoulder shield INSANELY fast and cause stagger.
They are direct counter to anyone sporting a shield.
True, but shields aren't as common right now. Everyone prefers burst builds over shields apparently, despite the idea that shields can counter burst builds really well with some skill.
@@Darksiege357 You know what is more funny? A shield on a tank, a full blown heavy build that have a shield.
Unless you use bubble, good luck getting throught all those HP before you get chipped to dead.
I found a nice interaction with the Plasma Thrower and the Spring Chicken legs. The spring chicken's quick boost is this big hop that sends you flying, so if you qb at someone and hit the plasma thrower, most of that long animation happens while you're in the hop's forward momentum. Feels good, used it in my campaign for a while. Definitely easier to use with quads or tanks but the spring chicken is doable with a little skill. Just gotta be careful not to double tap it unless you know you've got the stagger setup.
Such a great list and you pointed out some things I didn’t know. Kudos!
Honestly just using this list to see how to best make cosplay builds for my favorite transformers lol
Pile bunker and one of those coral rifles definitely gonna be used to build Scourge from rise of the beasts
The fact that you have the tuernos in A but not the x6 missiles or the split missiles. Is crazy. Literally the majority of these weapons are A tier in the right hands or right combo. I had someone reck me with qaud bubble guns. He had a constant stream. Thats the great thing about AC. 99% of the weapons are good, just depends on the situation and pilot skill.
If only a minority of people can access the value at a given moment, ig they're not great weapons
@@melaniabladeofmiquella nothing wrong with a niche weapon but sometimes it’s too niche
@@dc7981Plus specifically build countering in PvP just doesn’t feel that great. It’s not terribly satisfying for playing, just for making your enemy lose.
PvE you can make anything work great, so…
Oro, I can't believe you forgot the manliest weapon of them all!
THE FIST!
Nice, love tier lists, time stamps would have elevated this to the next level 😛
be the change you wish to see in the world
"No one asked for your opinion, no one cares."
What a goob. Make your own videos.
You won't love this one lmao.
It is done 👏
@@Oroboro😍❤🎉 thanks!
I just realized hes missing the dual missile launchers the light ones that shoot off left and right then close in
Great tier list, hopefully it encourages people to try out more unique weapons and builds
i dunno, most people would just go for the S tier weapons. and maybe the A or B
I appreciate the effort you made to build chapters for each weapon on top of the rating. I would love to have a spreadsheet of this data too. This is my first AC game and I am learning a lot. I also love data. Your assessment of half the weapons had me laughing cause you would be like, "Gun ABC! OH here it is - this one the infamous ABC. Its terrible. But works in this way, Give it a B" you had me on a hell of a rollercoaster ride throughout. In the end I learned a bit about the weapons, the meta, and some basic interpretations on some things to think about when building a build. Thanks fella
Oro, youre sleeping on the stun baton. It is really good for melee cancelling and its charge does great damage as well as procs a stun blast. This stun blast allows you to follow up with another attack. There is no other weapon that allows this kind of combo
Fun drinking game: Take a shot every time Oro says something's "IN. SANE.".
Songbirds C tier is lowkey an L take I can’t lie 💀
turner and scudder are like my favorite weapons in the game
i use the laser drones a lot. had noooo idea you could charge them lmao. awesome list. struggling lately against "meta" builds like dual zims and gatling trolls.
Against gatling users, stun guns are really good as electric procs interrupt the continuous fire. Dual stun guns dual ear shots is actually crazy against them.
Dual zimmer builds, I have a lot of luck with the harris, whip, and laser drones on a medium weight tetrapod. Go in maintaining midrange shooting the harris until they are in 'zimmer range' then hold to charge it. Release charged drones, Whip twice, it will likely land even on agile builds and stun if they are a lightweight, and then unload the charged harris into them for extra damage. Its CRAZY effective
Dual scudders carried me through my first playthroughs non boss sections, the basically endless ammo count makes them so reliable
This is what I’m running between bosses since they got buffed - for bosses switch to dual Gatling guns and it’s waaay too easy
The stun baton does not suck at all lol. The charge attack sends you flying forward like a lance, and if it hits, plants a delayed bomb that triggers the electric status effect when it goes off for extra damage and a short stun animation on the enemy, as well as about half their stagger bar. To top this off, the cooldown is so insanely low that you can alternate between the boost kick and the charge attack for never ending infinite forward pressure
I hate it...but I'll give it another shot!
The main problem with the charge attack is that it is so slow you can only hit it on a staggered opponent, but if you can time it perfectly, you can technically get them in an infinite stagger chain lmao.
I didn’t pay enough attention to it to realise you can charge it up. Thanks for the tip!
It takes time to get used to it, if you can land the charge attack at the correct timing, it makes crazy combos, think about the extreme fast reload timing and the charge up speed
Pair it with a other electrical weapon ❤
VE66-LRA is crazy slept on. It does insane damage in tap fire at close and mid ranges. Definitely an A.