I would personally run the plasma thrower or the earshot instead of that napalm launcher. Earshot punishes ground approach more than well enough and plasma thrower punishes getting close in general. And since you aren't biped or rev joint you can move while using it. If not get something to make the missile boat players squirm
@@bigirononmyhip3812gyroscopic aim. Unintuitive at first but theres a reason why splatoon players yap about it at every given opportunity. If COD didn't give stick players developer approved aimbot they'd be whining about how much of an advantage it and mouse brings, especially if flick stick were an option. But they get to track players 90 degrees without touching the stick and not a lot of people outside of splatoon sweats learn gyro so
Btw the jamming pods can be charged to make it shoot on top of your ac but this method is slower compared to shooting it on the ground. best case scenario is if you're in the air and you need to use the pod defensively.
Was using/experimenting with the ecm launcher and the charged shot that tries to put the smoke on you doesn't quite work. If your not locked on then it puts the cloud on you and works as intended. If you are locked on, soft or hard, then it goes just high enough that your not in the cloud if your on the ground, you have to be slightly off the ground to be in the ecm cloud.
@@Spy00141 I just did some test and confirmed it, somewhat the smoke placement gets messed up when locked onto something but it only happens on a grounded scenario, on air however, it won't affect it too much. still it's far more practical to just shoot it off on grounded scenarios since it takes .8 sec to charge it and just use the charged version up in the air.
I played you last night! I am Frickin' Shark @ 7:19! I had NO IDEA what to do against this build. This is a creative and powerful AC! I love that you made manual aim work in this game. After facing you I copied your build and tried it out myself. I was not able to make it work, but maybe this video will help me!
@@GusMortis Bad cook is a great idea, it would be darn near impossible to manual aim when you can't see what you're shooting at through the flame. That being said, his charged nebulas have a big aoe and probably out DPS the flamethrower so if he can still manage to hit you he would probably win the fight. Would be interested to see how it actually played out in practice though!
@ 1:28 this is actually a little off, en weapon spec only gives .5% damage per point over 100 so it would only be a 25% damage increase, also the en weapon spec reduces charge TIME by 50% which means you charge EN weps at DOUBLE the speed not just 50% faster
I haven't looked into it beyond a video talking about generators, but could the .5% damage difference be from just using the final damage done to an AC with a certain energy weapon resistance, whereas the true energy damage would actually be 150% if there was no resistance?
@@adamiadamiadami personally i'd be more worried about people skimming and misreading and then refusing to correct their mistakes than refusing to read at all
The jamming launcher is the "weapon" that will push pvp players' improvement in this game -- manual aim is difficult but becomes necessary to learn in order to deal with the jammer. I'm hoping to see more builds like this in high level pvp, it's gonna be crazy to see the answers people come up with. Thanks for this cool build showcase!
I love how much just having the one jammer on your back can change the whole battlefield. Very cool build, and impressive aim in the gameplay. Looks frustrating as hell to fight against lol.
I knew when i saw the smoke bomb that it would be part of one of the best builds in the game once people figured out how to play with it. Just like the Optical Chaff in AC5 Verdict Day
Damn My dude you basically replicated Minovsky particle jammer in Gundam UC timeline lol. That was basically what made BVR missile spamming obsolete & dragged the combat in that setting into (relatively) melee range brawls with mechs
@@brambl3014 Yup. In the main UC timeline, Minovsky-Ionesco reactors provided access to hypercompact fusion reactors. This allowed for the powering of the large Mobile Suit mechs, but they also produced an elementary particle called the Minovsky particles, which has near-zero rest mass but can have either positive or negative charge, and they spontaneous formed cubic lattice fields in space due to the charged nature, and they not only disrupt radio and radar, they also act like low level EMP, and can even disrupt EM radiation of various types like infra-red and visible spectrum, meaning only laser communication and wired connections work in most cases. What this means is you can't lock with radar, you can't even use radio communication, and you can't even use unshielded electronics near any Mobile Suits or Spaceships powered by a Minovsky-Ionesco reactor. So in UC timeline, combat is close ranged using physical rounds, explosives, melee weapons, and beam rifles - which fires particles that are produced by the reactors themselves. In this setting, the creation of mechs that can help humans move better in space and also on planetary surfaces actually has merit. Mobile Suits don't have precision guided missiles, instead firing grenades and bazookas just like ACs. They use beam weapons and blades for the most part, and use I-field anti-beam shields and physical shields just like AC as well. But the arrival of the superhuman Newtypes, with the ability to not only sense and communicate with people remotely, but also remotely communicate and control remote weaponry, brought BVR combat back, as they can send their mentally controlled drones (funnels and bits) far away to strike at targets without being attacked back. They can even sense aggression and hate directed at them, essentially letting them dodge the moment they feel an attack coming, sort of like if we could hear a warning from the enemy fire their weapons right as they think about it. So, that obviously meant that there was suddenly a market for figuring out how to make more of these superhumans, by any means necessary, from experimenting with naturally occurring ones, to attempts at making augmented humans (Artificial Newtypes). So yeah, plenty of tragedy and atrocities to go around here.
A launcher that can be clicked again to detonate the projectile wherever it is with a decent blast radius would make this much more viable, and not only limited to plasma
It depends on individuals. Human’s auditory pathway is indeed less complicated and short than visual pathway (also visual needs more processing); But NOT necessary quicker than visual as for response/reflex time. I personally can see much faster than I hear lol.
This build reminds me of using the grenade launcher weapon class in Titanfall 2, or just the non-hitscan weapons in general tbh, same principle of following the movement of what you want to hit and leading your shots. very cool.
Fun fact, I turned right analog stick camera speed up to 10 because I got tired of it being so sluggish on pad, and it made the camera satisfyingly agile with speeds basically surpassing what I could do on my touchpad as a casual, but I absolutely had to switch to mouse/touchpad to shoot down the explosive canisters over the enemy ambush at the end of Infiltrate Grid 086 when speedrunning S rank attempts. There is just absolutely no substitute for the precision of control that mouse aiming gives.
imo the main troublesome thing about manual aim is how low the camera is. its hard to manual aim when half your reticle is covered up by your AC, more if you go for a big mech
I think a good counter to this could be a sustained flight build with manual aim earshots. Harder to hit nebula shots without the ground to trigger AOE blast.
I think the best counter to this is the missile boat with the songbirds, and manual aim. The handheld missile launchers that carla uses if they ever go outside the jamming cloud. Then manual aim songbirds for big aoe when they are inside the cloud. Being a missile boat, you're going to play super high up in the air dodging shit.
One thing not mentioned in the video is that the dammage buff of energy specialization does not apply to plasma weapons. So you are only getting the charge speed buff if you use them.
Its nice to see a great setup that also requires great skill. Ive yet to play ac6 pvp but with hiw lock on oriented the game is its nice to see this blowing everything out of the water
I knew there's something to be done using manual aiming but this goes beyond what I expected! I also think it's possible to utilize some shield instead of the kyori, no matter the sheild type or even the shield launcher (eule/60d)
Played two matches this afternoon when the video was only a couple of hours old, and one was using this exact build (thankfully on my team), the other was trying to use jammers like this. New meta is quick!
Before the game launched I was hyped for how good manual aim might become as people get better at the game, especially for long range builds. I think fromsoftware balanced the different aiming modes really well with hard lock working best at close range, soft lock at medium range, and manual aim at long range. I think as people get better with manual aiming we're going to see the close range meta kind of dissolve as long range builds become much more viable. Also, as far as the "big ACs block your vision" issue goes I think it's worth noting that locking on actually helps alot because it allows you to see the outline of their AC even when your AC is blocking your vision. Getting into the habit of scanning your target whenever they're in range is actually alot more helpful than people give it credit for.
I'm on PS5 using a similar build when I realized from vaati that the jammer cloud works as a sort of "wall" but since I have no mnkb option, i've been using a close range setup where I have Zimm on my right hand, tai yang shou on my left, and moonlight on the shoulder, but I should probably switch out the Zimms considering how I just sit there passively when people decide to wait out my kyoriku's cloud. It's nicer for smaller maps since it forces people to come close to engage. At that point I just throw out the cluster bombs and stagger them with the zimms and follow up with moonlight. Nice to see a full on manual aim setup though, wish I could use gyro on my PS5 though, really like using it on my switch with Botw and Totk and the bow aiming. Also interesting to hear that the fcs warning signal doesnt go off when you're within the jamming cloud nice to know, cheers man (`_´)ゞ
Feels like biggest weakness is things that have high air uptime/mobility and using weapons that wouldn't rely on lock. You could probably build a counter to it specifically if you wanted but I love the idea. Always a fan of things that take effort to play.
@@tangyblueberry5013 the only players who can counter this are skilled kbm players who also have an fps background. The controller grunts and console peasants will never beat us
@@Artaxerxes. You sure never heard of CqC big canons. And by skilled kbm players, you probably mean sweaty tryhards who use KBM on a game designed to chill with controllers
@@alanpereyra5503 There are second or two long windows where you cannot be smoked and that is enough time to launch pretty much any meta missile in the game, I've tested this build and rockets absolutely shred you. The only thing this build is good against is mid range build that don't know what they are doing, you auto lose against any build that uses air or range in any capacity.
This reminds me of Swordfish, who was a considered, at some point at least, the best tank player in AC:VD (I think he always played tank in older games too, but I wasn't caught up on the AC PVP lore lol last time I played seriously was in AC:LR for the PS2). He ran a heavy tank build with 2 sniper cannons (which were manual aim only). If you played at mid range you risked being 2 tapped (1 tap if both hit). And at close range a kick with that heavy tank probably 1 shot you. There was turning speed in that game and tanks definitely were abusable, but he played around the boundaries (you could definitely just fly out of bounds and lose in that game, as I did it many times against him lol) and cover so well that out flanking him wasn't really an easy option and it was literally a matter of time if you tried to just shoot him head on. I'm sure some amazing lightweight players probably gave him a run for his money, but he was seriously super sick at that build.
I was waiting to see something like this after some Coral Rifle experimentation in PvE/missions. Some weapons have crazy optimal ranges that go beyond soft-lock and hard-lock range that also require leading to effectively use, especially the Coral stuff, there was too much potential for folks to not start building around it. Freaking awesome work Myndrrr, congrats on making it work and probably being one of the first in the world! Edit: I could see some weird gimmicky builds countering this at best, but with a lot of experimentation we may see more Manual Aim builds that become competitive with this one too. Stun Needle Launcher, yet again, could probably counter this build since it gets a shock AoE and is great to manually aim...that thing is gonna get nerfed for sure :( Coral Rifles get crazy range and the 2nd-stage attack would nuke this thing if you were to become ACS overloaded. A build with high range and powerful AoEs would probably be someone's best bet to beat you. Maybe a suicide run with a Coral Shield active and some powerful CQC weapons could work, but you mentioned beating the Bumblebee already so maybe not.
I fought some with nebulas and copied theirs for short-mid range splashing but its the first time I've seen anyone incorporate jamming bombs this well! Really sick aim my dude!
If you're standing within the cloud with your opponent you can lock on. It's more like a bubble with a wall that blocks locking in and out. A double melee with stun needle could probably counter this pretty well. Being up close and personal or having all explosives that force you outside the area could work. Hell, even using one napalm launcher to keep you out of your own jamming cloud would probably do it. I'd love to fight this build. It's genius though btw fantastic job!
2 good options for shoulder weapons are the carpet bomb missile launcher and the container missile launcher, since one just carpet bombs a general area, the other has good en load and locks on from detonation
That's awesome. I finally got around to playing with energy weapons myself. Had a very similar AC with dual lazer handguns. The impact is lesser but if the AC is built for energy they do great damage. I'm loving every handgun variation. Great video.
Always loved treads, and I've been loving just how FAST the Fortaleza leg parts are. The boost speed listed is actually deceptive, and on the ground you will travel much faster than that because treads also have "travel speed". Top speed for this build is actually 396. Top boosting speed with lightest parts is actually 430 (listed as "High Speed Perf. in stats), and is nearly achievable with a weight conscious loadout.
Encountered this build a couple hours ago, nightmare to play against with a controller :P Not impossible to beat, but a annoying to fight against. I Lost on time a couple times because its basically a camper build and i was flying around to not get caught in the AOE AOE aimed at the cloud does force you out of it, at least for a little bit, but the bewilderment of constantly loosing lock is very effective. :)
This is amazing, I tried manual aim and immediately gave up as I am using a controller soft lock is already hard enough & seems like AI can still hit you but manual aim to see this viable just wow I'll try playing manual using m/kb.
I think another hard counter to this would be Flamethrower/Napalm builds since this is really reliant on a lot of AoE, plus the Flamethrower isn't bad range-wise. Alternatively, have you considered trying this build using a Flamethrower as your primary?
he would probably have the leave the cloud too much. Cloud seems super fooking OP. Manually aiming the coral missiles into his cloud is the best chance to get him out I'd say.
You are not countering him, he can get out of the cloud and at that point you stuck with a shitty shoulder than almost never hit normally and a short range weapon vs one of the fastest AC in the game.
Thats crazy I've been trying to figure out the best way to use the jamming launcher and you figured it out the best way to use it. I love the creative idea man.
Energy weapon specialization I thought it was 0.5% damage and 1% charge rate increase per point above 100. It was my understanding the 150 generator gave 25% bonus damage. It’s melee weapon specialization thats a 1 to 1% ratio for damage.
I feel like part of the reason this works is that the projectiles hitboxes for this weapon are the size of a dump truck. There are so many shots fired that visually look like they didn't hit but explode anyways and take a chunk out of them.
Right after you mentioned Quake and juuuuust before you mentioned Tribes I was thinking this reminds me of the Spinfuser from Tribes. It was really funny to suddenly hear that while I was thinking it.
This makes me want to learn mouse+keyboard so bad - not even just for this build alone, there're so many builds that feel like they're much more interactive and consistent without needing hard lockon so much, even if they're only moderately effective.
it was very validating to think "this dude plays Tribes" at the start of the video and hear him mention it later on, hahah super high horizontal mobility and slow projectile tracking are hallmarks of Tribes/Quake gameplay, veterans of those games will be FEASTING with this build
Damn this is probably the coolest build I've seen yet, and it looks so fun, I would love to try it out but sadly I play on controller :( great video! I loved the commentary and seeing your amazing accuracy, keep up the great work!
So I tried this the other night. It's a lot of fun, but I have to say I think a lot of folks will struggle outside of Watchpoint. I was playing on Dunes because I think it's a nice dynamic map, and the frequent elevation changes definitely made it harder to use. I had far more consistency moving towards the edges of the map where it was a little more flat.
Ever since the Jailbreaker mission I've been thinking about this kind of build for a while. The biggest problem is that I suck at aiming 😂 Great build!
I’ve been meaning to test this, but I have a theory about the ECM smoke launcher. The description states that mechs inside can’t lock on to mechs outside the smoke, and vice versa. But mechs inside CAN lock onto other mechs inside the smoke. The intuitive uses of the smoke would be either for cutting off sight lines, singling out Individual mechs for close range builds, or manual aiming. But it makes me wonder, do you have to be in the SAME cloud of smoke in order to lock onto someone inside it? If not, then a silly counter to the smoke launcher would be another smoke launcher. Great video btw!
"Leading shots like in tribes" is what i said RIGHT BEFORE you mentioned tribes. Ahhh such a good time. Planetside 2 and tribes ascend were my life... and i played both with a controller...
the hitbox on the nebulas is about 6 squares wide in the training arena. for reference, the training AC takes up about 3 squares, so you're effectively given a 3x larger hitbox to hit lol. the plasma cannon, on the other hand, has no such hitbox buff
I believe someone using moonlight charge, oscillator and/or shields can deal with the jamming. Earshot might also assist if you shoot it air-to-ground because of the large AoE. But the skill gap required to both use and win against this is very high from where I stand.
Have you considered trying this on an ultra-wide monitor? I feel like manual aim might work even better on ultra-wide. A friend plays on one and wow it looks as though the game is made for it, just incredible.
I have been playing AC6 with keyboard and mouse with manual aim but never occurred to me I could have been utilizing the smoke launcher to cover myself. Fucking genius build.
AT LAST, a little love for the napalm launcher. Its not the best weapon by any means but its so fun to use against acs who arent made for constant flight. My favorite build uses two napalm bombs, two bml-g2 missile launchers and can quick and assaultboost almost nonstop. Not good, again, but fun. It can fly around the field like a bomber but you do *not* want me in melee range. Havent found anything to (enjoyably) take advantage of the stagger though. All the big explosives slow you down. edit: sad we didnt get to see it though. :'(
I love how you said the real way to make sure you have the correct mouse sensitivity. People are always obsessed with the sensitivity and dpi of some pro player, but what matters is how big your mousepad is and getting a half swipe from the center to around 200 degrees of rotation or so. This also lets you easily get the same mouse sensitivity across multiple games. Also this like forces the opponent to use manual aim as well, so now I feel like I have to get it. Kind of insane tbh. 11:27 made me laugh lmfao. Guy's just taking it. Also yeah it's about pattern prediction. Even in shooters with hitscan, you still have to predict their strafe. Then you have to change up yours so they don't catch on to your pattern. I learned that stuff with like Halo and Gears of War wallbouncing. I think Battlefield was my first game where it's like woah bullet drop and velocity is cool. I tried to get into Quake but I was dumb and got it for Xbox. I didn't start playing on PC until my friends made me play League of Legends with them. Basically a decade later and they still love that game smh.
I'd kinda wanna suggest a shoulder cannon instead of the napalm. Either one of the explosive or the plasma one for this build if it can be fit. Mostly for their large aoe and damage to synergize with punishing landings while taking a more active approach and also allows something to use at range should an opportunity show itself compared to the napalm launcher. I was messing with a similar idea on controller using quad legs and cannons, it's honestly a fun thing to build. I don't think this will work on zimms forever as of patch 1.02 but some meta shaking is fun.
What happens if you activate your scanner against the jammer? It makes sense to me that that would re-enable lock-on, at least for a time, and it would make scanning potentially more relevant in PvP if builds like this one gain popularity. Though I kind of doubt it does anything
I like the midgame analysis. It helps understand where the build is best used, and what to do when dealing with something like truennos. Cool idea and build! Unfortunately I'm a controller player myself, so I guess I'll have to figure out a way to counter it. Maybe coral shield with some fast melee like lance or bu-tta.
I tried this on pad, and it's not as hard as you would imagine. You specifically need the purple Nebulas though, cuz the redshift explodes weird. If they try to get in close to the cloud, even on pad, you're getting the manual shots. As for the ranged ones, the explosion of the Nebulas is key. There's also a slight delay when firing, but for me that actually helps w projectile aim.
The plasma weapons work great with manual aim because of the AOE; otherwise you’d have to have perfect aim to constantly hit in PvP, unless you use explosives at point blank range. I think the best counter to this (other than itself) would be a build that uses the Coral shield or at least the Scutum, so you can at least try and close the gap through the barrage of Nebulas.
Based. Just waiting for the "pros" who haven't played an AC before 6th gen to try to make excuses for this build not working for them. Manual aim requires more input than other builds but it definitely has greater potential. This is the case for lightweights too, as a lightweight main. There's so much advantage to avoiding hits rather than trying to mindlessly face tank them, but people think the extra bit of player input makes it irrelevant instead of... learning the game.
lost it in the shop VS skill over jammers, not too diff i guess ;) great vid, liked seeing the evolution. nice to see performance and adaptation against a variety of builds. i'll prolly run the whip plasma thrower. the liger zero quad zimmy chainsaw was a fun build. looked of paintjob was like a megazord or voltron
You can use other shoulder weapons with this build. Moonlight, coral oscillator - whatever manual aim melee you like is a good option.
I would personally run the plasma thrower or the earshot instead of that napalm launcher. Earshot punishes ground approach more than well enough and plasma thrower punishes getting close in general. And since you aren't biped or rev joint you can move while using it.
If not get something to make the missile boat players squirm
If you are using a controller you better start learning gyro. But then again exact precision doesnt matter as much when you're relying on aoe
@@notimportant768what's gyro
@@bigirononmyhip3812gyroscopic aim. Unintuitive at first but theres a reason why splatoon players yap about it at every given opportunity. If COD didn't give stick players developer approved aimbot they'd be whining about how much of an advantage it and mouse brings, especially if flick stick were an option.
But they get to track players 90 degrees without touching the stick and not a lot of people outside of splatoon sweats learn gyro so
Or just go for dual jammer pods for better uptime since the plasma rifle themselves are already giving them a world of hurt.
So glad you found a viable use case for the jamming launcher, this is amazing
Appreciate it, funny vidya man
Dark Souls needs a jamming launcher, thoughts?
When are the Armored Core lore video's starting?
@@douwehuysmans5959 Armored Lore incoming. Or should I say, Armored Souls.
@@keroro407 Armored Louls
Finally this man has transcended armored core into a modern movement shooter
or you know
old armored core rocketeer
Btw the jamming pods can be charged to make it shoot on top of your ac but this method is slower compared to shooting it on the ground. best case scenario is if you're in the air and you need to use the pod defensively.
Didn't know that, thanks for the info!
Was using/experimenting with the ecm launcher and the charged shot that tries to put the smoke on you doesn't quite work. If your not locked on then it puts the cloud on you and works as intended. If you are locked on, soft or hard, then it goes just high enough that your not in the cloud if your on the ground, you have to be slightly off the ground to be in the ecm cloud.
@@Spy00141 I just did some test and confirmed it, somewhat the smoke placement gets messed up when locked onto something but it only happens on a grounded scenario, on air however, it won't affect it too much. still it's far more practical to just shoot it off on grounded scenarios since it takes .8 sec to charge it and just use the charged version up in the air.
I played you last night! I am Frickin' Shark @ 7:19! I had NO IDEA what to do against this build. This is a creative and powerful AC! I love that you made manual aim work in this game. After facing you I copied your build and tried it out myself. I was not able to make it work, but maybe this video will help me!
Good games, broski. No shame in losing to the peak of well-aged cheeses
@@Myndrr Good games!
yours was the coolest looking AC with those lasers and your mobility, genuinely seemed like he was fighting a mobile suit.
Build a flamer, or napalm. Force him out of the area of the cover and hammer him with grenades?
@@GusMortis Bad cook is a great idea, it would be darn near impossible to manual aim when you can't see what you're shooting at through the flame. That being said, his charged nebulas have a big aoe and probably out DPS the flamethrower so if he can still manage to hit you he would probably win the fight. Would be interested to see how it actually played out in practice though!
This man's skill ceiling is Ultra Instinct.
he's wiping everyone with it.
@ 1:28 this is actually a little off, en weapon spec only gives .5% damage per point over 100 so it would only be a 25% damage increase, also the en weapon spec reduces charge TIME by 50% which means you charge EN weps at DOUBLE the speed not just 50% faster
Thanks for the info
tldr; for people who don't wanna read
1.25x damage 2x charge speed
@@Artaxerxes.It's one paragraph of text... Are there people who can't endure even that minuscule group of words? That's depressing.
I haven't looked into it beyond a video talking about generators, but could the .5% damage difference be from just using the final damage done to an AC with a certain energy weapon resistance, whereas the true energy damage would actually be 150% if there was no resistance?
@@adamiadamiadami personally i'd be more worried about people skimming and misreading and then refusing to correct their mistakes than refusing to read at all
The jamming launcher is the "weapon" that will push pvp players' improvement in this game -- manual aim is difficult but becomes necessary to learn in order to deal with the jammer. I'm hoping to see more builds like this in high level pvp, it's gonna be crazy to see the answers people come up with. Thanks for this cool build showcase!
I love how much just having the one jammer on your back can change the whole battlefield. Very cool build, and impressive aim in the gameplay. Looks frustrating as hell to fight against lol.
I knew when i saw the smoke bomb that it would be part of one of the best builds in the game once people figured out how to play with it. Just like the Optical Chaff in AC5 Verdict Day
Damn My dude you basically replicated Minovsky particle jammer in Gundam UC timeline lol. That was basically what made BVR missile spamming obsolete & dragged the combat in that setting into (relatively) melee range brawls with mechs
now i understand why gundam is the way it is
@@brambl3014 Yup. In the main UC timeline, Minovsky-Ionesco reactors provided access to hypercompact fusion reactors. This allowed for the powering of the large Mobile Suit mechs, but they also produced an elementary particle called the Minovsky particles, which has near-zero rest mass but can have either positive or negative charge, and they spontaneous formed cubic lattice fields in space due to the charged nature, and they not only disrupt radio and radar, they also act like low level EMP, and can even disrupt EM radiation of various types like infra-red and visible spectrum, meaning only laser communication and wired connections work in most cases.
What this means is you can't lock with radar, you can't even use radio communication, and you can't even use unshielded electronics near any Mobile Suits or Spaceships powered by a Minovsky-Ionesco reactor. So in UC timeline, combat is close ranged using physical rounds, explosives, melee weapons, and beam rifles - which fires particles that are produced by the reactors themselves. In this setting, the creation of mechs that can help humans move better in space and also on planetary surfaces actually has merit. Mobile Suits don't have precision guided missiles, instead firing grenades and bazookas just like ACs. They use beam weapons and blades for the most part, and use I-field anti-beam shields and physical shields just like AC as well.
But the arrival of the superhuman Newtypes, with the ability to not only sense and communicate with people remotely, but also remotely communicate and control remote weaponry, brought BVR combat back, as they can send their mentally controlled drones (funnels and bits) far away to strike at targets without being attacked back. They can even sense aggression and hate directed at them, essentially letting them dodge the moment they feel an attack coming, sort of like if we could hear a warning from the enemy fire their weapons right as they think about it. So, that obviously meant that there was suddenly a market for figuring out how to make more of these superhumans, by any means necessary, from experimenting with naturally occurring ones, to attempts at making augmented humans (Artificial Newtypes).
So yeah, plenty of tragedy and atrocities to go around here.
Hats off to you, Sir, for using an original and skill-based build. Love to see it! Especially the jamming launcher; very, very nice.
As a Titanfall vet, this build is gonna be right up my alley. Manually aiming mechs at fast moving targets is my specialty!
Good job
just bought titan fall 2, been trying manual aim with sniping is cool, glad I'll find more of that there.
A launcher that can be clicked again to detonate the projectile wherever it is with a decent blast radius would make this much more viable, and not only limited to plasma
tf2 direct hit soldier main gonna love this
You are hands down the best AC6 youtuber, I'd love to hear more of your thoughts on the current state of the game and balance.
It depends on individuals. Human’s auditory pathway is indeed less complicated and short than visual pathway (also visual needs more processing); But NOT necessary quicker than visual as for response/reflex time. I personally can see much faster than I hear lol.
"Hacks!"
"I'm just using all of the tools available to me."
But ye, the jam cloud is op AF if you know what you're doing
This build reminds me of using the grenade launcher weapon class in Titanfall 2, or just the non-hitscan weapons in general tbh, same principle of following the movement of what you want to hit and leading your shots. very cool.
the AoE on the charged nebula shots are way bigger though lol
Fun fact, I turned right analog stick camera speed up to 10 because I got tired of it being so sluggish on pad, and it made the camera satisfyingly agile with speeds basically surpassing what I could do on my touchpad as a casual, but I absolutely had to switch to mouse/touchpad to shoot down the explosive canisters over the enemy ambush at the end of Infiltrate Grid 086 when speedrunning S rank attempts. There is just absolutely no substitute for the precision of control that mouse aiming gives.
imo the main troublesome thing about manual aim is how low the camera is. its hard to manual aim when half your reticle is covered up by your AC, more if you go for a big mech
I think a good counter to this could be a sustained flight build with manual aim earshots. Harder to hit nebula shots without the ground to trigger AOE blast.
Those who used Manual Tracking are those who has a BURNING RESENTMENT for Nineball, when they played 1st gen AC
*And vowed to never lose to him again*
The best aimbot is my own hand.
The best bot is also my own hand.
@@cooldudeachyutsexbot*
I think the best counter to this is the missile boat with the songbirds, and manual aim.
The handheld missile launchers that carla uses if they ever go outside the jamming cloud.
Then manual aim songbirds for big aoe when they are inside the cloud.
Being a missile boat, you're going to play super high up in the air dodging shit.
One thing not mentioned in the video is that the dammage buff of energy specialization does not apply to plasma weapons. So you are only getting the charge speed buff if you use them.
Its nice to see a great setup that also requires great skill. Ive yet to play ac6 pvp but with hiw lock on oriented the game is its nice to see this blowing everything out of the water
I knew there's something to be done using manual aiming but this goes beyond what I expected!
I also think it's possible to utilize some shield instead of the kyori, no matter the sheild type or even the shield launcher (eule/60d)
Played two matches this afternoon when the video was only a couple of hours old, and one was using this exact build (thankfully on my team), the other was trying to use jammers like this. New meta is quick!
Before the game launched I was hyped for how good manual aim might become as people get better at the game, especially for long range builds. I think fromsoftware balanced the different aiming modes really well with hard lock working best at close range, soft lock at medium range, and manual aim at long range. I think as people get better with manual aiming we're going to see the close range meta kind of dissolve as long range builds become much more viable.
Also, as far as the "big ACs block your vision" issue goes I think it's worth noting that locking on actually helps alot because it allows you to see the outline of their AC even when your AC is blocking your vision. Getting into the habit of scanning your target whenever they're in range is actually alot more helpful than people give it credit for.
I'm on PS5 using a similar build when I realized from vaati that the jammer cloud works as a sort of "wall" but since I have no mnkb option, i've been using a close range setup where I have Zimm on my right hand, tai yang shou on my left, and moonlight on the shoulder, but I should probably switch out the Zimms considering how I just sit there passively when people decide to wait out my kyoriku's cloud. It's nicer for smaller maps since it forces people to come close to engage. At that point I just throw out the cluster bombs and stagger them with the zimms and follow up with moonlight. Nice to see a full on manual aim setup though, wish I could use gyro on my PS5 though, really like using it on my switch with Botw and Totk and the bow aiming. Also interesting to hear that the fcs warning signal doesnt go off when you're within the jamming cloud nice to know, cheers man (`_´)ゞ
Feels like biggest weakness is things that have high air uptime/mobility and using weapons that wouldn't rely on lock. You could probably build a counter to it specifically if you wanted but I love the idea. Always a fan of things that take effort to play.
A tetrapod or boat with explosive would counter this very well. That said, you would need to know before hand.
@@tangyblueberry5013 the missile boats wouldnt be able to lock their missiles, and this guy predict aims, so it could still hit.
@@tangyblueberry5013 the only players who can counter this are skilled kbm players who also have an fps background. The controller grunts and console peasants will never beat us
@@Artaxerxes. You sure never heard of CqC big canons.
And by skilled kbm players, you probably mean sweaty tryhards who use KBM on a game designed to chill with controllers
@@alanpereyra5503 There are second or two long windows where you cannot be smoked and that is enough time to launch pretty much any meta missile in the game, I've tested this build and rockets absolutely shred you. The only thing this build is good against is mid range build that don't know what they are doing, you auto lose against any build that uses air or range in any capacity.
This reminds me of Swordfish, who was a considered, at some point at least, the best tank player in AC:VD (I think he always played tank in older games too, but I wasn't caught up on the AC PVP lore lol last time I played seriously was in AC:LR for the PS2). He ran a heavy tank build with 2 sniper cannons (which were manual aim only). If you played at mid range you risked being 2 tapped (1 tap if both hit). And at close range a kick with that heavy tank probably 1 shot you. There was turning speed in that game and tanks definitely were abusable, but he played around the boundaries (you could definitely just fly out of bounds and lose in that game, as I did it many times against him lol) and cover so well that out flanking him wasn't really an easy option and it was literally a matter of time if you tried to just shoot him head on. I'm sure some amazing lightweight players probably gave him a run for his money, but he was seriously super sick at that build.
I was waiting to see something like this after some Coral Rifle experimentation in PvE/missions. Some weapons have crazy optimal ranges that go beyond soft-lock and hard-lock range that also require leading to effectively use, especially the Coral stuff, there was too much potential for folks to not start building around it. Freaking awesome work Myndrrr, congrats on making it work and probably being one of the first in the world!
Edit: I could see some weird gimmicky builds countering this at best, but with a lot of experimentation we may see more Manual Aim builds that become competitive with this one too. Stun Needle Launcher, yet again, could probably counter this build since it gets a shock AoE and is great to manually aim...that thing is gonna get nerfed for sure :(
Coral Rifles get crazy range and the 2nd-stage attack would nuke this thing if you were to become ACS overloaded. A build with high range and powerful AoEs would probably be someone's best bet to beat you. Maybe a suicide run with a Coral Shield active and some powerful CQC weapons could work, but you mentioned beating the Bumblebee already so maybe not.
I fought some with nebulas and copied theirs for short-mid range splashing but its the first time I've seen anyone incorporate jamming bombs this well!
Really sick aim my dude!
If you're standing within the cloud with your opponent you can lock on. It's more like a bubble with a wall that blocks locking in and out. A double melee with stun needle could probably counter this pretty well. Being up close and personal or having all explosives that force you outside the area could work. Hell, even using one napalm launcher to keep you out of your own jamming cloud would probably do it. I'd love to fight this build. It's genius though btw fantastic job!
you literally send AC6 player back to Gen 5 or below (not gen 4) Aim training room with this build. Great job.
It be neat to make follow up videos to your builds where you try and craft a counter build to it
I take my hat off. Nice build.
2 good options for shoulder weapons are the carpet bomb missile launcher and the container missile launcher, since one just carpet bombs a general area, the other has good en load and locks on from detonation
That's awesome. I finally got around to playing with energy weapons myself. Had a very similar AC with dual lazer handguns. The impact is lesser but if the AC is built for energy they do great damage. I'm loving every handgun variation. Great video.
your builds are so creative, bravo
Excellent build. Very cool. I have to say the projectile on these rifles seems surprisingly generous at times.
Always loved treads, and I've been loving just how FAST the Fortaleza leg parts are. The boost speed listed is actually deceptive, and on the ground you will travel much faster than that because treads also have "travel speed". Top speed for this build is actually 396. Top boosting speed with lightest parts is actually 430 (listed as "High Speed Perf. in stats), and is nearly achievable with a weight conscious loadout.
Encountered this build a couple hours ago, nightmare to play against with a controller :P
Not impossible to beat, but a annoying to fight against.
I Lost on time a couple times because its basically a camper build and i was flying around to not get caught in the AOE
AOE aimed at the cloud does force you out of it, at least for a little bit, but the bewilderment of constantly loosing lock is very effective. :)
This is amazing, I tried manual aim and immediately gave up as I am using a controller soft lock is already hard enough & seems like AI can still hit you but manual aim to see this viable just wow I'll try playing manual using m/kb.
I think another hard counter to this would be Flamethrower/Napalm builds since this is really reliant on a lot of AoE, plus the Flamethrower isn't bad range-wise.
Alternatively, have you considered trying this build using a Flamethrower as your primary?
he would probably have the leave the cloud too much. Cloud seems super fooking OP. Manually aiming the coral missiles into his cloud is the best chance to get him out I'd say.
So he’s trying to use manual aiming, and you want him to play flamethrowers with… no aiming.. 😂😂
You are not countering him, he can get out of the cloud and at that point you stuck with a shitty shoulder than almost never hit normally and a short range weapon vs one of the fastest AC in the game.
Counter, maybe. Hard counter? No way. The Nebula's hit too hard. Such a build would merely stand a chance.
The best counter are the coral rifle and coral oscillator
Thats crazy I've been trying to figure out the best way to use the jamming launcher and you figured it out the best way to use it. I love the creative idea man.
Energy weapon specialization I thought it was 0.5% damage and 1% charge rate increase per point above 100. It was my understanding the 150 generator gave 25% bonus damage. It’s melee weapon specialization thats a 1 to 1% ratio for damage.
I love how this build embodies the phrase "don't create problems, create dilemma"
this is hilarious, even five months later.
The SKILL To Pilot This Thing have To Be On Such Incredible Level!
I feel like part of the reason this works is that the projectiles hitboxes for this weapon are the size of a dump truck. There are so many shots fired that visually look like they didn't hit but explode anyways and take a chunk out of them.
Right after you mentioned Quake and juuuuust before you mentioned Tribes I was thinking this reminds me of the Spinfuser from Tribes. It was really funny to suddenly hear that while I was thinking it.
This is like fighting Exile for the first time back in AC3.
This makes me want to learn mouse+keyboard so bad - not even just for this build alone, there're so many builds that feel like they're much more interactive and consistent without needing hard lockon so much, even if they're only moderately effective.
Definitely learn it, it's fun!! You'll pick it up in a few days.
Wonder if you could make this work on Hoyas controller? Unfortunately a console pleb
H.O.T.A.S.
for how slow the nebula's trajectory speeds are, it's really impressive that you're manual aiming it. hats off to you
it was very validating to think "this dude plays Tribes" at the start of the video and hear him mention it later on, hahah
super high horizontal mobility and slow projectile tracking are hallmarks of Tribes/Quake gameplay, veterans of those games will be FEASTING with this build
Damn this is probably the coolest build I've seen yet, and it looks so fun, I would love to try it out but sadly I play on controller :( great video! I loved the commentary and seeing your amazing accuracy, keep up the great work!
So I tried this the other night. It's a lot of fun, but I have to say I think a lot of folks will struggle outside of Watchpoint. I was playing on Dunes because I think it's a nice dynamic map, and the frequent elevation changes definitely made it harder to use. I had far more consistency moving towards the edges of the map where it was a little more flat.
this build is so fun, thank you dude!
I've been trying to figure out a good manual aim build, ty for this!
my jaw dropped at the soul read jump catch at 17:03
I hear Danny Devito going "So anyway, I just started blasting" when I watch this video. Love the meme build :D
The best thing I found was spawning the coral blade ontop of someone.
But this is also pretty cool.
This is on a level I could never pull off with a controller with my current level of skill. Its still cool as hell to watch
11:44 mentioned Tribes! This dude is legendary status! 😊
Nebula AOE is dastardly. Excellent engineering Raven.
Ever since the Jailbreaker mission I've been thinking about this kind of build for a while. The biggest problem is that I suck at aiming 😂 Great build!
I’ve been meaning to test this, but I have a theory about the ECM smoke launcher. The description states that mechs inside can’t lock on to mechs outside the smoke, and vice versa. But mechs inside CAN lock onto other mechs inside the smoke. The intuitive uses of the smoke would be either for cutting off sight lines, singling out Individual mechs for close range builds, or manual aiming. But it makes me wonder, do you have to be in the SAME cloud of smoke in order to lock onto someone inside it? If not, then a silly counter to the smoke launcher would be another smoke launcher.
Great video btw!
...oh.
Like, maybe its a flag that turns on and off when youre in any cloud at all?
Thatd be hilarious. Id test it if I had someone to test with.
"Leading shots like in tribes" is what i said RIGHT BEFORE you mentioned tribes.
Ahhh such a good time. Planetside 2 and tribes ascend were my life... and i played both with a controller...
Two games taken before their time
Congrats on making it work! smart idea with the jammer. Gotta try that out.
the hitbox on the nebulas is about 6 squares wide in the training arena. for reference, the training AC takes up about 3 squares, so you're effectively given a 3x larger hitbox to hit lol. the plasma cannon, on the other hand, has no such hitbox buff
I believe someone using moonlight charge, oscillator and/or shields can deal with the jamming. Earshot might also assist if you shoot it air-to-ground because of the large AoE.
But the skill gap required to both use and win against this is very high from where I stand.
Have you considered trying this on an ultra-wide monitor? I feel like manual aim might work even better on ultra-wide.
A friend plays on one and wow it looks as though the game is made for it, just incredible.
There's going to be a whole new category of builds that force manual aim
This game has so much variety in builds. What it boils down to is the pilot making the most of their kit.
I never thought manual aiming would be this dang good, I'll make sure to try this later
I have been playing AC6 with keyboard and mouse with manual aim but never occurred to me I could have been utilizing the smoke launcher to cover myself. Fucking genius build.
Yup, here it is, we finally found the player that was gonna be cracked with manual aim.
AT LAST, a little love for the napalm launcher.
Its not the best weapon by any means but its so fun to use against acs who arent made for constant flight. My favorite build uses two napalm bombs, two bml-g2 missile launchers and can quick and assaultboost almost nonstop. Not good, again, but fun. It can fly around the field like a bomber but you do *not* want me in melee range. Havent found anything to (enjoyably) take advantage of the stagger though. All the big explosives slow you down.
edit: sad we didnt get to see it though. :'(
Love using this build in PvP, on my other shoulder I prefer to use another jamming launcher for even more uptime
Finally some madlad can use manual aim, i thought about it too but my aim sucks amd when i see such gameplay it obky highlights my inability. Bravo
I love how you said the real way to make sure you have the correct mouse sensitivity. People are always obsessed with the sensitivity and dpi of some pro player, but what matters is how big your mousepad is and getting a half swipe from the center to around 200 degrees of rotation or so. This also lets you easily get the same mouse sensitivity across multiple games. Also this like forces the opponent to use manual aim as well, so now I feel like I have to get it. Kind of insane tbh.
11:27 made me laugh lmfao. Guy's just taking it. Also yeah it's about pattern prediction. Even in shooters with hitscan, you still have to predict their strafe. Then you have to change up yours so they don't catch on to your pattern. I learned that stuff with like Halo and Gears of War wallbouncing. I think Battlefield was my first game where it's like woah bullet drop and velocity is cool. I tried to get into Quake but I was dumb and got it for Xbox. I didn't start playing on PC until my friends made me play League of Legends with them. Basically a decade later and they still love that game smh.
Whoo hoo, Shazbot. Just need the direct hit noise from tribes ascend.
Have tried this build for couple match, it’s so fun to use
Just recently posted a video about the use of Manual aiming. I suspect with some practice it's going to become OP
I started using this build. I have been kicked out of every other game since. Would recommend.
I'd kinda wanna suggest a shoulder cannon instead of the napalm.
Either one of the explosive or the plasma one for this build if it can be fit. Mostly for their large aoe and damage to synergize with punishing landings while taking a more active approach and also allows something to use at range should an opportunity show itself compared to the napalm launcher.
I was messing with a similar idea on controller using quad legs and cannons, it's honestly a fun thing to build. I don't think this will work on zimms forever as of patch 1.02 but some meta shaking is fun.
this build probably doesn't have the EN budget for a shoulder plasma cannon and two nebulas, the VE-20B is kinda brutal like that
The god gamers fighting cowboy spoke of have arrived.
What happens if you activate your scanner against the jammer? It makes sense to me that that would re-enable lock-on, at least for a time, and it would make scanning potentially more relevant in PvP if builds like this one gain popularity. Though I kind of doubt it does anything
It only works if you're both outside the cloud.
I like the midgame analysis. It helps understand where the build is best used, and what to do when dealing with something like truennos. Cool idea and build! Unfortunately I'm a controller player myself, so I guess I'll have to figure out a way to counter it. Maybe coral shield with some fast melee like lance or bu-tta.
or a flying build. seems like it's leagues harder to counter flight builds with manual aim.
bro your PREDICTIVE aiming is nutty
Appreciate it broski. Lots of hours in tribes/TF2. I miss the era of big fat projectile based weapons in games.
Watching you lead those shots is wild
I tried this on pad, and it's not as hard as you would imagine. You specifically need the purple Nebulas though, cuz the redshift explodes weird. If they try to get in close to the cloud, even on pad, you're getting the manual shots. As for the ranged ones, the explosion of the Nebulas is key. There's also a slight delay when firing, but for me that actually helps w projectile aim.
What about the game's deadzone issue?
TRIBES ASCEND WAS FUCKING GOATED I LOVE THE SONGS WHEN YOU HAVE THE FLAG RAAAAAAAAAAAAAHHHHH
"I will ECM myself because I aim with my arm" is _dirty_
The plasma weapons work great with manual aim because of the AOE; otherwise you’d have to have perfect aim to constantly hit in PvP, unless you use explosives at point blank range.
I think the best counter to this (other than itself) would be a build that uses the Coral shield or at least the Scutum, so you can at least try and close the gap through the barrage of Nebulas.
This build is SO MUCH fun
Based. Just waiting for the "pros" who haven't played an AC before 6th gen to try to make excuses for this build not working for them. Manual aim requires more input than other builds but it definitely has greater potential. This is the case for lightweights too, as a lightweight main. There's so much advantage to avoiding hits rather than trying to mindlessly face tank them, but people think the extra bit of player input makes it irrelevant instead of... learning the game.
@ 11:10 the bumblebee build is hard countered by coral shield shielding attacks makes you immune to status effects
lost it in the shop VS skill over jammers, not too diff i guess ;) great vid, liked seeing the evolution. nice to see performance and adaptation against a variety of builds.
i'll prolly run the whip plasma thrower.
the liger zero quad zimmy chainsaw was a fun build. looked of paintjob was like a megazord or voltron