One thing I really like about the KRSV, is that it's clearly Allmind's take on 'How do I make Walter's multi-stage Coral rifle, without Coral?' Given in story the corporations had to develop non-Coral based augmentation, it's fitting this crowning achivement in energy rifle development is ultimately a situation of 'fifty years ago they made one of these using Coral at the RRI'.
Absolutely needs lower weight or to pack a _lot_ more ammo. It's so heavy I don't really have a reason to consider using it for missions, much less PVP.
well,@@LikelyFeral ; i WAS going to suggest swapping one of them for walter's rifle as a follow-up after the KRSV stun, but this kinda puts that down...... i would like to see such a build regardless, though....
I use one of them on the right hand, I call it my fiddler crab build.
one easy way to give more options in your build is to attach both guns to you back - this will allow you to swap to your fists whenever you want without any extra cost
otherwise great video and fantastic looking AC 👍🏼
I'm still so disappointed they didn't give it more ammo or at the very least nerf the cost of the triple charge. It's almost impossible to use it as a single main weapon on PVE. They gave the IB-C03W1: WLT 011 200 rounds... KSRV should have at least 120 imo.
I agree it needs more. You really never see it used and that's definitely one of the reasons.
Used it as my main weapon in MIA and was out of ammo before even getting that secret fight in the basement lol.
Give it 360, there will be more reason to just shoot it as it is, not full charge
It's definitely not gonna rock the meta, but I love the aesthetics and sheer firepower you can unleash with it! Having a backup when both your guns are overheating, even a single pistol, would've really saved your bacon in some of those situations. Myndrrr released a double KSRV build today, too, with a very different strategy; I guess death lasers are pretty compelling, huh?
Definately not breaking the meta lol. I'll have to check it out. I did think about a pistol. May update it at some point. It just didn't see to do a while lot extra.
Unlocked this gun over the weekend, tried it out and immediately knew i had to make a build with 2 of it. This was the first time I've even seen seen the arms load limit hit. I made 2 variations: a tanky tank that was actually able to fit 2 more laser cannons on the shoulders, and a tetrapod build with some rocket launchers on the shoulders. When your weapon overheats quickly it's especially important to have other weapons. The sheer melting power of the tank build was absolutely insane, but i think the tetrapod build will be better overall.
The KSRV is such a neat weapon in this game. It's got really fast primary fire, but an extremely hard-hitting full charge. It's got a lot of range, but I find it scariest at close range. So it's very versatile if you incorporate it in your build properly. I actually find the most fun going up really close to opponents and loosing a full charge, because even if they try to dodge, the blast radius is too big and they get staggered anyway.
One thing I did was KSRV and laser lance. Lance into them to get close. Even if you miss, unleash a full KSRV charge to stagger them, then lance them again.
Personally, I like pairing the sawa with the pulse blade. I used them on an RJ with two kinds of missiles. Blitzing people at close range with plasma and poking then at long range with lasers is wonderful and pairs will with the RJs mobility. I save the super charged shots for checkmate situations when the opponent is on low AP
A good plan. This one definitely leans TOO far into it to be meta or balanced, but I do love a meme build.
Awesome build! Love that power.
I don't think I actually have it anymore... BUT I have a new build based off the same color scheme. I'll hopefully have time to post it up soon after a bit of tweaking.
This looks like a super fun playstyle. Actually makes you think about positioning and cover to catch the enemy off guard.
That last 1v1 ending was insane
Edit: love the screen shots instead of showing us loading screens nice touch man
I feel like Pulse Armor, or even Pulse Protection are both really strong for a build like this. Those KSRV take a long time to recover, so you need to play super defensively during that cooldown period. Both P.A. and P.P. are great for when playing defensively, and to backup a hard-hitting combo.
@@LikelyFeral call me silly, but i feel like the escorts would help fill the time in a more offensive manner; since in theory they'd only see use while the rifles are cooling.
You can actually fit the two 4 cell missile launchers on this by using the other institute chest piece, helps give a bit extra something to fall back on
May keep tweaking it in the future. I went all in on the KRSV, but practically, it could use more of a backup option.
The power is great. Really cool Karasawa variant.
The ammo though....
Not the best for PvE, but I haven't really had issues in PvP with running out of ammo. It's not amazing though.
Color scheme sick. But def been running into ppl running doubles for a bit. Basically if you ever lose track of them in PvP next time you see them half your health is gone 😂 I run one KRSW the full time shield and a laser shotty on my shoulder and a melee in my off hand. Idk if it’s actually good build but I use cover and my shield to find the shot then try to nuke whoever I’m on
This build also reminds me of my tank build. its not made to kill people its made to be the most annoying thing on the field in a 3v3
@@LikelyFeral its just a flamethrower with a shitload of bazookas on a maximum AP build its just built to be a distraction and damage sponge for the team
With how slow Karasawa shots are, I think the balanced Research Institute FCS could work better than the long range ADD one.
The more I play with it, the more I think this is accurate. I feel like the range it lists is also a bit deceiving.
In testing with the Laser Handgun against the Tetrapod MT, which has basically 0 energy defense.
EN Spec penalty at 52 is -13.14%~
EN Spec bonus/penalty at 75 is 0
EN Spec bonus at 150 is +42.85%~
This should mean the initial hit damage of the KRSV with the VE-20B is around 3602.677~ with additional damage dealt via damage from the plasma AoE effect.
I don't know the specific damage mitigation granted per point of core part EN defense however.
In either case the Karasawa in Armored Core VI is reminiscent of the 'heavy' version in Armored Core V, offering extremely high firepower when fully charged but with few shots (for the fully charged mode). I'm not a huge fan of the normal fire mode, but that may just be my experience with the Karasawa in Gen 3 kicking in. There's nothing quite like it in AC VI.
This stuff makes me want to rush through the story. I'm still on chapter 3 because I'm trying to S rank everything as I play. That color pallet looks pretty sick. hahahahaha that was great you accidentally win in a double KO! Getting kicked is a huge feel bad.
Was hilarious 😂 personally I go through the story, then go back through afterwards to get my S ranks. But that's because I'm impatient.
I advice against S ranking every mission you unlock, that thing leads to burn out.
@@LikelyFeral it is pretty nice to own everything by the time a boss fight happens 😅
Did the same thing, S ranking as you complete is way better for learning some aspects
Wow! I thought this weapon was bad, but that's some real power you got out of it
I did a build like this, except it was using the heavy tank legs so I could fit two triple laser cannons on the back slots. You would hit them with the multi energy rifles one after the other, which would stagger any build if you hit them, then you fire the cannons. If you hit the combo its a insta kill for light, most medium and sometimes even some heavy builds. (You have to charge fire all the weapons to pull it off)
I use a Huxley with the Karasawa and pop it when it's cooling. That way I'm maintaining suppression fire automatically and it cools down just before the Huxley overheats so they balance eachother out.
I have a highly technical build
Plasma thrower, laser pistol.
Laser Drone, Weapons bay - KRSV double energy rifle .
Its a lot of fun. Build up stagger with the thrower and pistol while maintaining pressure with the drone then switch into the krsv and go boom.
I think I got the karasawa to work on the 150 generator. 2 pistols as your main stagger buildup, then swap to plasma whip and krsv, charge both at the same time. Release whip to stagger, land a fully charged deathbeam.
This might be crazy, but try putting the KRSVs on the shoulders instead. If you do it that way-where you have to swap to them-this allows you to double punch enemies while they are on cooldown as a last resort xD
@@LikelyFeral I dont know how useful it will be, but at least it gives you something to do when the krsvs are on cooldown and it costs nothing xD thx for the reply lol
if i dont have anything on my shoulders, i put my main hands their because now you can put them away for melee if you ever want to for some reason. but why not have the option :)
If you aren't going to use them both at the same time, I'd put the karasawas on your back and use arms with higher firearm specialization, since it's so hard to land a shot.
The build is cool but that paintjob is absolutely phenomenal. Can I get a download code for this AC?
If you're on PC, then my members can find it on the Discord :)
Took forever to place all the Neon decals. LOVE how it looks though.
I'm not, unfortunately :( PS5 here but it does give some good ideas! Awesome video. New sub here.
tip. if you lock your camera before kicking, you lock on with biped legs
I think you can also fit double Trueno Mini Needles as backup weapons. That's what I've been using.
Would have to adjust the generator I think. There's barely any additional drain it can take.
Putting handguns on the back could let you capitalize on the full charge hits a little more, or have something to fire while they're cooling down
I've considered it, though I think only 1 fits if I remember correctly. The generatornisnvery limiting on supply.
So from a 1v1 scheme this would work if your opponet is not so great at piloting and one major factor is the terrain that lets you stay in cover and stay clear from stagger.
The map is definitely a factor since there can be a longer cooldown period. Meta, or even practical, it's not. Sure is fun to hit something with a fully charged shot though.
I used the ephemera core and spring chicken legs for the reverse joint version of the same loadout. It works pretty well for me but your movement has to be on point. It's nice to be able to fire the charged shots from the air, though. Give it a go if you get a chance.
Ah yes a fun looking build not gonna lie, but a lighting fast mech with double melee and good mid range might be the kryptonite. At lest the build I have can easily over whelm and out maneuver anything that isn't out right faster then it.
You should have put both Karasawa on your back so you can switch them out and punch. while they cool down.
idk man, the gridwalker booster is designed for way lighter AC's than this one. quickboost reload goes from 0.7 to 2.23 seconds...
The quick boost hurts for sure, but testing others this still felt alot better with the vertical boost power it gets.
I really love this gun but keep on forgetting that it exists. Imma have to put this in my main build.
Over 2 seconds quick boost cooldown. Wouldn't a booster with a higher ideal weight be better?
It was really a tradeoff. I tried others and the quick boost felt better, but this one feels alot more vertically mobile and just overall felt better. Does have a long QB though.
Big problem with the build is that once you get that stagger off you've got no way to capitalize on it. even something like a pistol to switch to after overheating would add a lot to that damage window.
The goal usually is to either only charged fire 1 gun, or to Stagger with one charged shot and then capitalize on another. But, they are hard to hit with so doesn't always happen. I'll continue to mess around with it. The issue with pistols is that I'm usually so far out they don't really do anything.
@@LikelyFeral Yeah they're definitely better as stagger tools than damage dealers, but they do do a fair chunk. Maybe try a sweet sixteen or a sampu. They're both stagger tools but still useful. Although considering you seem to try repeatedly going in for melee, maybe just a dagger or something would suit the build just fine.
how do you get the patterns to look so nice and non intrusive on these builds man? they all end up looking so beautiful
Thanks! I should do a guide one day, There are a few tricks to it people may he overlooking.
Only 1 arm set that can equip dual karasawas? That definitely highlights AC6's biggest problem. Which is lack or parts.
It could certainly use more, but I think I would always say that. Hopefully we get a large expansion down the line.
U could use the guns as back units that way u can use punches aswell
Yep! Realized after releasing the video that I just completely forgot about punching during the matches... old habits I suppose.
How do you get the helmet
I'm not actually positive. I think I unlocked it on my second or third playthrough but could be mistaken. There should be a few guides floating around if you search the part name.
@@LikelyFeral I have and nothing came up I’ve beaten the game and got all three endings with all combat logs and all hidden parts but idk lol
What is this Core that Everyone has ? and how to get it ?
The HAL I believe you get right after finishing your second playthrough if I remember correctly.
All HAL 826 parts are given for beating Walter as the final boss and getting the liberator of Rubicon ending
Kind of sucks how you get none of the HAL 707 (Ayre's AC from the final boss) since I like the look of it more
Can you also post the colour scheme?
The actual schematic code, colors, custom decals, etc... are one of my membership perks so it wouldn't be fair to them for me to post it here; but if you like it I hope you'll check out that option! Otherwise you should be able to work out at least the base color scheme from the video. Thanks for watching!
Why not take quads so you aren't stopped in place when you shoot?
Would have to check but I'm not sure if they can even fit the weight. Regardless, I just did a quad build so wanted to go for something else. Certainly an option though if they can hold the weight.
tell me you watch a specific Warframe youtuber without telling me
I've actually never played Warframe, so not sure who you're referring to. A reference to the color scheme?
Lmao you picked a long-range FCS but always fight within 200m
After playing more with it in multiplayer, I feel like the range that's indicated is a bit misleading. May tweak it at some point.
Hardlock?
Soft is more accurate, but I tend to switch depending on the situation.
If you enjoyed this video, don't forget to like and subscribe! th-cam.com/channels/4Q4ew6jGnXoXoa9t1mqj7w.html