I really liked your non-standard approach from the legs to the main body, those missile turrets most don't see, and the way the RLF logo is framed as you flank by is really cool look.
Probably one of my favorite missions just based on the spectacle alone, this game's really great at things like scale but this was the first time it really hit me on my first playthrough
I personally did it with a lightweight laser build, four laser rifles and just enough mobility to superboost out of the way of the eye, like you did. I would charge all four lasers, and fire away, and that would take out the knee or each of the sub generators, even one rifle per generator most times. Then I just wail away on the eye with charged blasts. I also managed to have enough superboost to ignore the intended path, and just boost up onto a leg or the decoupled spot outright. I can share the build if you like.
@@lilieoni Well, here's the data code; NUM3FW0FH31K Its parts are: VP-20D Generator VE-21A FCS (Originally VE-21B) FLUEGEL/21Z Booster (originally IB-CO1B: Gills) IB-CO3L: HAL 826 Legs (originally VP-422) NACHTRIER/46E Arms (originally EL-TA-10 FIRMEZA) EL-TC-10 FIRMEZA Core, HD-012 MELANDER C3 Head, A pair of VP-60LCS lazer cannons on the shoulders, And a pair of VP-66LR laser rifles in the hands, With assault armor as the expansion. It has an assault boost thrust of 8668 at a consumption of 398, and at only 76795 weight, Assault Boost is more than enough to evade the eye, and with an EN output of 4828 and a load of 4119, it's got plenty of pep to keep up the assault boost and turn it back on before the eye blasts again. I just tested it, and the build is just as broken for this as I remember, and my pathing is as good as I remember too: the assault boost is fast enough that if I start as soon as I can move, AB to the top of the hill, then beeline it for the tracks behind it, I can get behind the strider before the eye can fire even once. From there, it's all four charged lasers for the leg, then I can assault boost up to a flat part of on the back leg of the middle section, ignoring the fallen rearmost section entirely, and thus not risking taking fire. Then one uncharged shot to each of the turrets between me and sub generator one takes them out before they can shoot, and I take the three side and underbelly generators with a single charged shot each, and a single boost bar to get between all three. Land next to the left generator, take cover for the beams, then one last charged shot to the generator and the eye goes down, clearing my approach. I assault boost forward while charging all four lasers, and only release each of them one at a time when the lock on is complete. That takes it down to the stagger, then a charged shot from each hand rifle is plenty to finish it off, so assault boost away. Easy S rank. The reason I got so good at this is because I was stuck on Day One Balteus, so I decided to farm COAM to get all the parts to make a better build for Balteus, who on the 1.0 version of the game was ABSURDLY hard; WAY more aggressive and with easily 50% more health, possibly twice as much as he has now. The most paying job to that point was destroy the weaponized mining ship, and it was relatively fun, consistent(No enemy ac's and only turrets if you just ignore the ground enemies like I do) and payed a base pay of 250K COAM. so I decided to get good enough at that, with a good enough build, that I could do it all hitless and with minimally expensive ammo, pointing me to the lasers, to earn as much money as possible each time. I got good enough at it that I could earn over 300K on a good hitless run, and damn near speedrun times, making the grind faster and faster. Feel Free to use either the original build or the refined one. The refined one(The one the code is for) is a bit heavier IIRC, but more powerful and still boosty enough, making it better IMO.
Oo fun thing, the stun baton charge attack does just enough to the main eye (with basho arms and os tuning) to put the health of the eye into 1hit bunk range, but doesn't stagger the eye, so you can jab with the stun baton, then charge bunk the eye, and it'll explode without going through the stun animation that throws the eye back out of melee range.
@ thank you 😊; maybe a link to that would suffice in the video description or something for us newbies. Armored core 6 needs a ton more story missions for more fun !!! DLCs 🧐
Every bit as beautiful as Watchpoint. Smacking that eye with the bunk is a highlight of chapter 1 lol
yeah I'm pretty sure Arquebus will remember that performance
I really liked your non-standard approach from the legs to the main body, those missile turrets most don't see, and the way the RLF logo is framed as you flank by is really cool look.
Probably one of my favorite missions just based on the spectacle alone, this game's really great at things like scale but this was the first time it really hit me on my first playthrough
Across Rubicon's burning skies Raven flies high. Congratulations on reaching 300 subs! We have your back Raven 🤝🤝🤝
I personally did it with a lightweight laser build, four laser rifles and just enough mobility to superboost out of the way of the eye, like you did. I would charge all four lasers, and fire away, and that would take out the knee or each of the sub generators, even one rifle per generator most times. Then I just wail away on the eye with charged blasts. I also managed to have enough superboost to ignore the intended path, and just boost up onto a leg or the decoupled spot outright. I can share the build if you like.
sure! I'd love to take a look at it
@@lilieoni Well, here's the data code; NUM3FW0FH31K
Its parts are:
VP-20D Generator
VE-21A FCS (Originally VE-21B)
FLUEGEL/21Z Booster (originally IB-CO1B: Gills)
IB-CO3L: HAL 826 Legs (originally VP-422)
NACHTRIER/46E Arms (originally EL-TA-10 FIRMEZA)
EL-TC-10 FIRMEZA Core,
HD-012 MELANDER C3 Head,
A pair of VP-60LCS lazer cannons on the shoulders,
And a pair of VP-66LR laser rifles in the hands,
With assault armor as the expansion.
It has an assault boost thrust of 8668 at a consumption of 398, and at only 76795 weight, Assault Boost is more than enough to evade the eye, and with an EN output of 4828 and a load of 4119, it's got plenty of pep to keep up the assault boost and turn it back on before the eye blasts again.
I just tested it, and the build is just as broken for this as I remember, and my pathing is as good as I remember too: the assault boost is fast enough that if I start as soon as I can move, AB to the top of the hill, then beeline it for the tracks behind it, I can get behind the strider before the eye can fire even once. From there, it's all four charged lasers for the leg, then I can assault boost up to a flat part of on the back leg of the middle section, ignoring the fallen rearmost section entirely, and thus not risking taking fire. Then one uncharged shot to each of the turrets between me and sub generator one takes them out before they can shoot, and I take the three side and underbelly generators with a single charged shot each, and a single boost bar to get between all three. Land next to the left generator, take cover for the beams, then one last charged shot to the generator and the eye goes down, clearing my approach. I assault boost forward while charging all four lasers, and only release each of them one at a time when the lock on is complete. That takes it down to the stagger, then a charged shot from each hand rifle is plenty to finish it off, so assault boost away. Easy S rank.
The reason I got so good at this is because I was stuck on Day One Balteus, so I decided to farm COAM to get all the parts to make a better build for Balteus, who on the 1.0 version of the game was ABSURDLY hard; WAY more aggressive and with easily 50% more health, possibly twice as much as he has now. The most paying job to that point was destroy the weaponized mining ship, and it was relatively fun, consistent(No enemy ac's and only turrets if you just ignore the ground enemies like I do) and payed a base pay of 250K COAM. so I decided to get good enough at that, with a good enough build, that I could do it all hitless and with minimally expensive ammo, pointing me to the lasers, to earn as much money as possible each time. I got good enough at it that I could earn over 300K on a good hitless run, and damn near speedrun times, making the grind faster and faster. Feel Free to use either the original build or the refined one. The refined one(The one the code is for) is a bit heavier IIRC, but more powerful and still boosty enough, making it better IMO.
Oo fun thing, the stun baton charge attack does just enough to the main eye (with basho arms and os tuning) to put the health of the eye into 1hit bunk range, but doesn't stagger the eye, so you can jab with the stun baton, then charge bunk the eye, and it'll explode without going through the stun animation that throws the eye back out of melee range.
interesting!
Huh
I always went left after the rear is decoupled. Fascinating to see it done in reverse.
Wait hear me out destroying the rlf weaponized mining ship everyday till armored core 8 is announced
We can just skip over ac7 and straight to ac8
Pringles
Would be nice if you showed the build in the beginning but if not, nice AC !
I do have a community post showcasing the build, but I'll definitely showcase all my builds in a future video
@ thank you 😊; maybe a link to that would suffice in the video description or something for us newbies. Armored core 6 needs a ton more story missions for more fun !!! DLCs 🧐
Are you gonna do all S Rank m
planning on it!