My AC spreadsheet is still under construction, but I will link it as soon as possible. I will make an updated head piece video too. Literally forgot to talk about energy firearm specialization giving faster/slower charge speed despite it being in the description too /facepalm Here are the numbers using the same example times: 75 Specialization = 1.25x charge time 100 Specialization = 1x charge time 125 Specialization = 0.75x charge time 150 Specialization = 0.5x charge time
One thing worth mentioning about institute generators is their unique ability of transforming your assault armor's damage type to Coral instead of EN, which your armor does not provide resistance against. This essentially grant your assault armor a damage boost by bypassing a significant portion of your opponent's defense.
Actually armour does protect against coral damage as far as I can tell. Since coral damage from my testing seems to be 1/3rd of all other damage types. At least this is true for OS tuning upgrades. As whenever you upgrade any of the damage upgrades Coral damage goes up. To be precise you get 1/3rd the expected bonus. Resulting in 15% increase when you have kinetic, explosive and energy damage OS tuning upgrades maxed. If this holds true then as said Coral is actually just all 3 other damage types combined.
@@Alastair_Ulven That's interesting. I pulled the conclusion above from the game files but I am not exactly sure how are they actually calculated in game, think there's still quite some testing to do. That would imply EN resistant parts such as the Ephemera would take more damage, while parts with poor EN resistance such as Melander would take less damage instead. Edit: I have done a few tests ingame and it seems Coral damage does indeed bypass some defenses, giving it a higher damage output, but I am not sure how much or what type(s).
@@stasis.9177or it means that your average defence being higher, would make it lower, because any of the 3 defences being low would let coral hit harder through it?
The coolest aspect of this game's builds is how the parts just straight up tell you why you should or shouldn't use them. The trash tells you it's trash if you read the lore. Experienced players will want to dig in substats and test things and all, but new players can just hit the display change and literally just follow instructions.
it really is such an easy thing to do and so helpful, you read the description to get an idea of what it's good at, then expand the stats and see for yourself, it makes it easier to read the stats page knowing already what you're likely to see
Yeah. It's kind of like asking your mechanic uncle about engines. He'll tell you which one is best for what you're trying to do, and if you really want to make him happy, you can ask why, and he will tell you about the numbers or draw a diagram on a napkin :D IMO they could have been even more explicit with some of the descriptions, but I guess they're trying to keep them short.
@@BackwardsPancake half the coral weapon descriptions suck tbh, brother i wanna know what the thing fucking does not know that it was made by mind beta chud industries
The vp-20c definitely lives up to its description. the goal was to make a generator that works in basically any AC build and damn did Arquebus hit the nail on the head with that one. the Toyota Camry of generators.
I find that to be my go-to generator, for sure. It's so damned easy to build around, and has a good threshold for a wide variety of tweaks and adjustments I may need to make for specific missions. Super-solid genny.
@@lorenzorodriguez9481”Got a job for you 621. I know that your armored core is inoperable right now but this contract is urgent. I provided you a Toyota Tacoma with a core-scale Zimmerman shotgun. Don’t waste it, and good luck.”
Went into his video about heads thinking it would be a "this one looks coolest" hot take and came out of it with a PHD in AC6 stats. Definitely deserves more subs than he has.
Another important factor that I think you missed is that normal EN recharge only occurs when on the ground, while post-recovery EN recharge occurs anywhere. This makes the red-line generators ideal for more air-borne builds, where you spend limited time grounded.
Hey you should check what's the recharge penalty while in the air, I have seen than with a huge efficiency build your energy recharged quite fast even in the air.
Technically incorrect, EN recharge occurs once you've stopped performing an EN draining action, such as elevating or A/Q boosting, however most map ceilings are so low that you won't be able to fall long enough to notice. For proof, take a mech with a Dafeng engine into Unknown Territory Survey, drain just short of depletion then fall off the starting area and you'll notice your energy begin to recharge on the long fall down. I suspect the airborne EN penalty is around 90%, or regens 1/10th as fast.
Reverse joint legs work great with coral generators. They give you a really nice jump height, allowing you to get up high without using energy. If you use a weapon with heavy recoil (Songbirds, Earshot, etc.), you can use that when your generator runs dry and it will stall your fall, allowing your energy to recharge while in the air. If you are on the ground when you run dry, you're going have about a second of downtime until you get your energy back. Reverse joint legs get you airborne again and due to their speed, the jump acts as an effective dodge since you can't quickboost.
In my book, ya got three choices, the big chonker all-rounder gen - the VP-20D, the big pool San Tai, or the empty-it-out and keep flying big coral generator. If you're gonna cut weight somewhere on your AC, look someplace else than your gen, you're not going to get enough speed gains to merit cutting your energy cap in half, and even with the fastest frame setup you still have plenty of weight cap to fit the biggest generators in there along with some very solid weapon picks. Remember that a big part of "going fast" is having enough energy to do so.
Second that; I've always started a new AC title with the big question: "what's the fattest generator?" I almost always gravitate toward the heaviest one because it tends to top out the EN capacity and recharge, opening up ALL the builds.
PSA for people who may not know: Stun Guns are Kinetic (which is why they are not on this list) If you look above where it shows the weapon's 'Attack Power' you will see some icons. The left most one shows the damage type.
@@Akakiryuushin There should be a legend on the bottom of the screen telling you which button to press labeled 'Help' then select 'Contextual Help' and from there just use the D-Pad to go over to the icons.
On the coral generators, you forgot to mention you can completely exhaust your entire EN supply and it will recharge midair, essentially allowing for perpetual flight. All other generators will slowly recharge if you're in the air when you run out of supply, and require you to fall straight to the ground to quickly replenish your EN. I love coral gens personally.
A future project for you to explore could be graphing out the relationship between spare EN output and increase in EN supply efficiency. It definitely feels like you get a big boost in efficiency for having a few hundred unused output, then the marginal benefit drops off sharply after that. There's probably an optimal unused output buffer to aim for when building to maximise supply efficiency without leaving too much unspent output.
I think something interesting about the generators you seem to have missed is how their aesthetics line up with your categories and act as an in-game classification mentioned in each of their descriptions. This can be important for AC combat as it helps predict when your opponent will be vulnerable based on booster colour and sound. The red-line generators aren't colloquially coral generators, they explicitly use coral as their energy source and make your boosters coral coloured. The regeneration generators (and Joso) are internal combustion generators that sacrifice energy firearm specialisation for generator performance; ACs disregarding energy weapons likely have the fiery boosters from them. The energy generators and balanced generators are the same category, circulating current generators that give blue boosters.
while i do kinda like the strategic aspect, i wish we could customize booster color the same way we can change the color of our ACs without changing any parts
@@cornboi3227naw that's kinda not a good thing because it just honestly doesn't fit thee really worked mechanics of a that sort of thing tbh it also doesn't make sense from like a lore POV because these were war machines while they had some limited customization so they had their own identity visually they were definitely not Japanese tuner cars totally tricked out and shit it's fine just exactly the way it is sorry bud
@@jokinplaysgames it doesn't make sense that you can make your war machine bright Pink, or make an accurate Woody from Toy Story either (yes someone did that btw). the paint or decals aren't to make sense in-universe lol, they're for you to have fun with your customization. same with getting to name your AC whatever you want. a war machine would not realistically be named "Big Penis Man" but you can name your AC that and nothing is stopping you
@@cornboi3227to be fair, there's plenty of people, military also, that would name their personal war machine that. Not every pilot is going to choose bonebreaker or some hyper aggressive name. The fact names like that exist online and especially in games like this prove the depth of people's humor, only reason its not common is because of reputation, its easier when you're anonymous, but even then when every day could be your last there's less reason not to pull something like that. As for the booster color and paint color, what makes sense is you can slap a coat of paint on anything, even it it looks stupid. Changing the color of a flame is a matter of chemistry, and certain substances burn different colors. You're not choosing what color your exhaustion is, your choosing your motor and source of power and the chemical used determines its color and output. Painting a mech pink might be a questionable choice, especially if you need to be stealthy, but its physically possible to paint it whatever. Making green or purple flames cause it looks cool doesn't work as well cause its a chemical reaction. There would need to be a method to take whatever energy source, Combustion, electrical, or "coral" and be able to change its chemistry completely to offer the same results but a specific color. Of course if you don’t care for any realism than yeah they could let you do whatever you want for non existent reasons cause "fantasy". Personally would like to change boost color myself but I understand the reason.
I always found myself gravitating towards the VP-20C, Ming-Tang, and Aorta and it's interesting seeing those feelings validated statistically in many ways.
I don't think you have mentioned that EN firearm spec also affects charging speed, which imo is way more important than the damage increase. And the single most important stat for generators...the booster color
I feel vindicated for running the VP-20C for my playthroughs. I could set it and not have to worry about it too much until I started doing crazy crap like dual stun needle launchers. Your analysis now illustrates why.
Not only do core pieces have multiple stats that interact with the generator, but they also modify your booster's QB cost, which ideally you want to allign with your generator's total EN capacity and post-recovery supply. For example, nachtreiher with the larger coral gen and coral booster has under 550 cost, which goes into 4400 capacity 8 times and 3300 post recovery 6 times with a smidge to spare to dash again before overheating. Usually I can only line one or the other up.
Yep, great observation. Boosters are another thing I want to talk about though because I feel like people aren't always choosing the boosters for the "intended" purpose they want their ACs to do.
@@Chrightthoping you do videos on all the main parts (head, core, arms, legs, boosters, generator, fcs) in this format. So far I am finding that one of the things I enjoy most about this game is giving build tips to other people struggling with bosses because after 20 years of not having anyone to talk about armored core with suddenly there are thousands of people to talk to, but my understanding of some things is still fairly rudimentary compared to AC3. Mostly getting by on feel right now.
@@elis7081 There's always something that gets overlooked. Prioritization is a better approach than optimization. You can pick out legs that support weight that matches you thruster's ideal QB weight limit, but chances are you'll run out of energy before you can fill all the weight in anyways. There's always some kind of endless cycle unless you just decide to let one thing slide.
I mainly use quad legs and coral/redline generators, which are an absolutely wonderful combos. If you regularly make use of the hover functionality, properly managing your energy for fast recharge is difficult as compared to just consuming it all and then immediately gaining air again as you gain it all back. I’ve gotten so use to the style of violently consuming all my energy that it’s hard to go back to regular generators even with other leg types.
Quad legs with a lot of heavy energy weapons and the coral generator gives an excellent combo of high damage energy and enough capacity to dash and hover for a long time. Remember to assault boost upwards instead of just flying, it's faster than only flying up.
@@GFMarinewhat ever is around your ideal weight. Personally like a higher thrust/base movespeed for when recharging en For quad leg its the booster at the bottom of the default list. Its preffered weight is 90,000.
@phazon just look at your AC's total weight, then when picking a booster, look at its ideal weight and try to match ideal weight at or above total weight
As a player who has crushed 4 playthroughs and tuned and optimized my ac, I still can't help to listen intently to exactly how each part is used and how it is good or bad at what job. Love the vids, idk if I've ever sub'd so quickly of of 2 videos before. Keep it up, your killing it
@@frb906 mini gun in right, Morley on right shoulder, sweet 16 on left and pile bunker on shoulder. I run g1's head, Carla's chest, the basho arms, and the heavy biped legs you start the game with. Internals are the big corral gen, the ab thrust booster and either the abbot or talbot depending on the mission. Wasn't one mission I couldn't s rank with that setup
@@rakatosthemad6602thats a very solid setup! I finished the game with a minigun, two truenos and the twin laser blades. i sadly gravitate to lighter builds, making the game feel much more difficult sometimes, lmao! The dps on the twinblades are no joke, and a good charge attack with em can ramp up your pressure by a lot, too
I imagine one of the most complex videos in this series is going to be the one on Boosters. A lot of them specialize in a particular stat, and I imagine it would be good to provide build examples for each relevant booster - for example, if you like machineguns or other rapid fire weapons, you might want to pick the P06SPD which has high ground boost speed at the expense of other stats, since these weapons want to strafe the opponent as much as possible as opposed to firing off bursts of damage in between QBs.
This helped me find exactly what generator I want for my build. I've almost got my entire AC designed now thanks to this. Thank you for the highly detailed breakdown!
Now I can finally min/max my light/energy/heavy build. This info is SO GOOD. I just kinda winged it with fast/heavy builds, and while the Coral generators are cool I had no idea how to use them. Now I can have aesthetics, and proper playstyle. Thanks, Buddy.
VP20-C was my go to for my first playthrough. Once I played with the redline series I saw the light. Aorta introduces players to the mechanic but it's fat big brother is where it is at. I spent a decent chunk of time figuring out how to fit the big redliner on my light weight. Once I managed that I started tweaking for the efficiency of the generator. I am pretty content with but after hearing the praise for the Hokushi I might try it out. Thanks for these breakdowns.
I just learned the other day that your generator affects your energy weapon damage and today I learned about recoil control for you arms. This game's customization is so good.
I was a huge fan of the VP-20C until I started using the DF-GN-06 MING TANG. It feels like a better version that recharges faster but you just lose a bit with weight but that's not a huge deal for me. EDIT: after some testing I've come to learn that EN CAPACITY/QB EN CONSUMPTION = How many quick boosts you get before running out. EN OUTPUT is only used for slotting in gear. For example, I use the MING TANG and it has 2900 EN CAPACITY with 686 QB EN CONSUMPTION which comes out to about 4.2 which is 5 total boosts before depletion. On the other hand, the VP-20C has 2720 EN CAPACITY with the same QB EN CONSUMPTION which is 3.96 which is 4 total boosts before depletion. If you're going to calculate total boosts before depletion you only have to look at those two figures which is affected by your generator, booster and core.
I use the SAN TAI generator for very high EN capacity for ACs that aren't specc'd for prolonged aerial combat or using quads to prolong my air time while shortening my charge time while grounded.
Ok, that's why you run the IB-C03G NGI 000 on the missile boat build and never have to land ! Thank you for the high quality video as usual, keep up the good work.
One tip you should mention with the heavier coral generator is that it increases the effectiveness of your expansions. A coral Pulse Armor is very strong, especially if you're near ACS load limit and need a second to reorient, defensively.
Man I found you with Elden Ring. Helped me optimize my pvp and I was a vet already. But AC6 is new to me. I only ever played all the soulsborn games. These tips will be very helpful.
Now i kinda want to try to make the lightest possible ac with the joso and a weapon in every slot. Head - Lammergeier Body - Lammergeier Generator - Joso Fcs - FCS-G1/P01 Boost - Mule Legs - Firmeza Arms - jailbreak Right gun - Sampu Left gun - Sampu Right shoulder - BML-G1/P31DUO-02 Left shoulder - BML-G1/P31DUO-02 Idk if this has any redeeming qualities at all aside from weighing 40620 unspecified weight units
So my main build since I acquired the parts has been Laser Rifles paired with the VE-20B for max Energy Firearms Spec. It seemed like an obvious choice, but I didn't realize it was a whole 25% damage buff to my main guns! This breakdown was super helpful.
Real life generators are just internal combustion engines, they generate energy by using a stator which converts the rotating magnetic field into electrical current. All the potential energy is in the fuel, the kinetic energy is a result of a chemical reaction, controlled explosions, which drive the pistons and turn the motor.
Your beginning statements are so on the money. Generators are so confusing and very misleading when trying to optimize builds. Your breakdowns are one of a kind friend! Keep at it!
before watching this I chose my generator purely based off how cool it made my AC's jet flames look. Now I know that my first choice was coincidentally also the most optimized choice for my build! Go figure! great video :)
I appreciate what you're doing with this series! Best AC6 content on TH-cam. As someone that loves the older AC games, I find myself drawn to the Hokushi because it's burned into my brain to NEVER run out of energy.
Thank you! This is amazing. I could never have hoped to see such content sprout for this game. I know the previous entries were huge on customisation, but to see a mecha genre game, in a traditional style, both have this similar feeling and have gear analysis videos on it is a breath of fresh air. It does mean I will have to replay the whole game again knowing these things now since previously I didn't check the traits in such depth. Keep on trucking my friend!
Thank you so much for this and the head piece video. I thought I was understanding the numbers well enough but completely missed how Efficiency actually works.
Amazing breakdown, as always. I used the VP-20C for most of my first two playthroughs, then recently started using the Ming-Tang more. I didn't fully understand as much about the stats as I do after watching this video, but I'm glad to hear it sounds like I was making decent choices!
This is by far the best and most in-depth video I have ever seen on armored core. I am truly grateful for this, and I certainly hope you continue making more videos as the game progresses. I can’t tell you how often I find videos of people who don’t know what they’re talking about, or they just brag about their funky mech. As a lifelong raven pilot, these videos are invaluable.
By the way, the time to begin regenerate is 100000 / Generator's En Recharge or Supply Recovery (for recovery time) / Core's Gen supply adj, rounded down.
This is SO well explained, thank you for being so into this game that you literally put everything on a spreadsheet so we don't have to, makes understanding all this so much easier!
You made this SO easy to understand and how relevant the other stats are besides capacity and recovery. Absolutely getting like+sub, thank you for sharing your knowledge!
This game is truly a nerd’s dream and will be even moreso when the expansion comes out. I hope it has a ton more things to buy of all types. I also think we are sorely in need of some balance changes asap.
Holy shit man, thank you. This video is a lifesaver I'm an AC first-timer stuck on the NG+ Ayre fight and was so confused as to why my QBs were so widely spaced out and why I ran out of EN so damn fast
Awesome video. This is definitely going to help me in making my builds more efficient. I have to say... you are a man of many talents. I never expected you to plug your fantasy novel at the end of a mathematically sound video on the efficiency of AC6 generators.
Loving all the AC6 vids I am getting from the reco feed. I hope one addition that FS gives later on in either an update for AC6 or for AC7 is the option or a set of weapons or parts that focus on electronic warfare to hack an enemy mech to disable them non lethally. Also opens up the option to harvest parts or weapons from enemy mechs so we can use them on our own mech or sell them for funds. Would be extra awesome if this was doable for boss fights too maybe just make it more tricky to perfectly pull off but still doable and lets us get special parts or weapons from harvesting from boss units! Up to FS if they decide to make that available from the start of new game or just give that option after NG+++++. Something that might let us go for what can amount to a pacifist run specially when we consider how FS played with the story for this game. Having to fight characters that we grow to like can suck so bad. Having the option to disable their mechs without blowing them up or having the capacity to pull off Kira Yamato style non lethal mech destruction BS moves would be a nice thing specially if they design it where it'd be extra tricky to do somehow. Dismembering a parts off the enemy mechs would be cool too. Pulling out the enemy FCS unit out of their mech or whatever lets them pull off the moves they abuse during their respective boss fights and letting players use a copied version of the Boss unit's moves would be nice too. Albeit adjusted for balance purposes of course. Also I hope Bamco lets FS make their next Gundam game or maybe the next Another Century's episode or maybe a FS tactics edition ripping off or straight up improving the style used in the Valkyria Chronicles 1 and 3. SEGA shat the bed so bad with that game series that it made me wish that style gets ripped off wholesale for the next Super Robot Taisen or whatever action game gets a tactical rpg spin off. OK I think I like this idea gonna go copy paste this to other videos and make a compressed version of this to FS/ Miyazaki's twitter or something! Would be awesome if folks who like this idea would spread it around FS might just do it~
I love this game. Made my favorite Gundam Sazabi and have been dominating matches. So glad they have the Karasawa in this game too. It's definitely toned down but I still try to use it. Can't wait for the patches to come out and see what changes. Been seeing a lot of people running off meta builds and being more creative with their builds.
Damn, your videos are super clutch for optimizing builds. The build I'm running feels amazing, but after watching your videos I have multiple areas where I can squeeze a lot more performance out. Subscribed!
Great video! You're attention to detail and explanations are amazing. I may very well go from AC noob to AC pro after watching all your videos. I wish you played Crossout, we need someone with attention to detail like you in that game community, lol.
People have to stop being afraid of using the VE-20B, it turns the the laser shotgun into a formidable weapon that rivals and surpasses the Zimmerman if you're using two. It doesn't do as much impact damage but can out damage the zimms in any scenario due to the insane fire rate and the ability to charge your shots
High efficiency VP-20D set ups are super comfortable to use, even when red-lining. It's a great pick for other new players in my opinion. I must have played nearly the whole game with this lol.
I've noticed that the VP 20D with something like the ephemera core will give you(depending on weapons used) up to 3x your normal EN capacity in supply efficiency, which is insane. Other picks that I use for lightweight builds are the Alba core and the Firmeza core, which both equal out to similar energy regen totals(firmeza I believe is slower to start recharging but recharges faster). It is imo the best generator for general builds. Lately I've been branching out to light builds cause I like playing fast af with shield to protect myself when stopping myself from redlining
This is fantastic work and I really appreciate you taking the time to boil it all down and put it into understandable terms for us. I really hope you do this for all the different types of parts because most of us are getting our eyes crossed and headaches trying to figure out what all these numbers mean and how to optimize our AC's to our specific playstyles.
Massive thanks for this type of breakdown videos. I love getting in depth analysis of the parts to nerd out my builds. Big cheers and keep up the awesome work!
Another important note for the two coral generators: When being used, your Assault Armor turns red, and does coral damage, bypassing enemy defense. I doubt it's going to be a contributing factor in a build, but it's a nice bonus.
Great work, my friend!! One additional point to consider: EN Cpacity also comes into play to large degrees when paired with the tetrapod's hover ability. This is a flat rate of EN/sec. The more EN Capacity you have, the longer you can hover. This becomes extremely helpful for missile boat builds. Edit: This concept has a nice synergy with the coral generators, as they have some of the largest capacities in the game. Combined with their intended design to purposefully burn out, a pilot can simply maintain flight until thry red line. At which point, their clock starts to tick as the fall, usually having full EN once they hit the ground, thereby allowing for immediate flight, again
The VP-20C feels so damn good to use. Its EN output is REALLY high (higher than almost all the regeneration generators), plus a reasonably high EN recharge number, makes it one of the quickest total energy regen, especially if you're running weapons that have a decent amount of EN load. Also it's not very heavy, so you stay faster than the hokushi, though that one is a close second place IMO.
Very helpful video. You added a few really nice touches. I super appreciate the "default part" award, as I think having a baseline to compare to makes picking your parts much easier. AC6's stats are so cool in the way they all play off and balance each other, but goddamn I wish they'd made some things more clear. The way the core part's Generator Supply Adjust affects the generator's EN Recharge but has nothing to do with either Supply Recovery or Supply efficiency is just confusing. I'm not even 100% sure I got all those names right and I literally just watched a video on it.
I've mainly gravitated toward Balam ACs with either the MING-TANG or the LING-TAI whenever I can fit it because I remember how good a quick recharge is from Armored Core: For Answer and the SOBRERO Generator from that game. I came into this vid thinking I knew everything there was to know, but this vid did clear up how Post-Recovery works, so good on ya. I wanna give that HOKUSHI a go when I get it and maybe branch out into the RaD ACs, because I'm no stranger to EN Finesse from my experience with the previous games. Good Vid.
So glad I got recommended this. Made me really think about gens as defining the playstyle of the ac, especially when it comes to qb vs ab for movement.
Thank you so much for taking the time to make this! Such a priceless source of in depth info about a very difficult to understand component of the game.
Great video. It wasn't until ng+ until I figured out that the "EN Supply Efficiency" value greatly altered the regen speed and I still didn't know that the leftover EN Load affected this stat. I love how much tweaking and balancing can be done with the generators and boosters in this game (it's my first AC and I never thought I'd enjoy building my ACs and tweaking them to be more efficient like I have). Although you forgot to mention that generators affect the color of your boosters, those coral-colored boosters are so stylish, lol.
My AC spreadsheet is still under construction, but I will link it as soon as possible. I will make an updated head piece video too.
Literally forgot to talk about energy firearm specialization giving faster/slower charge speed despite it being in the description too /facepalm
Here are the numbers using the same example times:
75 Specialization = 1.25x charge time
100 Specialization = 1x charge time
125 Specialization = 0.75x charge time
150 Specialization = 0.5x charge time
Can you do a melee focused build for pvp?
@@Lemongrass_gaming Yes, I will share mine in the future.
Chrightt, have you seen my description on the hidden stats inside the game files I posted?
@@Lemongrass_gamingw
@@ArmoredCoreChannel No, I have not. What do you mean?
One thing worth mentioning about institute generators is their unique ability of transforming your assault armor's damage type to Coral instead of EN, which your armor does not provide resistance against. This essentially grant your assault armor a damage boost by bypassing a significant portion of your opponent's defense.
Actually armour does protect against coral damage as far as I can tell. Since coral damage from my testing seems to be 1/3rd of all other damage types. At least this is true for OS tuning upgrades. As whenever you upgrade any of the damage upgrades Coral damage goes up. To be precise you get 1/3rd the expected bonus. Resulting in 15% increase when you have kinetic, explosive and energy damage OS tuning upgrades maxed.
If this holds true then as said Coral is actually just all 3 other damage types combined.
@@Alastair_Ulven That's interesting. I pulled the conclusion above from the game files but I am not exactly sure how are they actually calculated in game, think there's still quite some testing to do.
That would imply EN resistant parts such as the Ephemera would take more damage, while parts with poor EN resistance such as Melander would take less damage instead.
Edit: I have done a few tests ingame and it seems Coral damage does indeed bypass some defenses, giving it a higher damage output, but I am not sure how much or what type(s).
Word on the street is that coral generators also make pulse armor stronger
@@stasis.9177or it means that your average defence being higher, would make it lower, because any of the 3 defences being low would let coral hit harder through it?
@@Alastair_Ulvenmakes sense coral is a particle that explodes
The coolest aspect of this game's builds is how the parts just straight up tell you why you should or shouldn't use them. The trash tells you it's trash if you read the lore. Experienced players will want to dig in substats and test things and all, but new players can just hit the display change and literally just follow instructions.
it really is such an easy thing to do and so helpful, you read the description to get an idea of what it's good at, then expand the stats and see for yourself, it makes it easier to read the stats page knowing already what you're likely to see
Yeah. It's kind of like asking your mechanic uncle about engines. He'll tell you which one is best for what you're trying to do, and if you really want to make him happy, you can ask why, and he will tell you about the numbers or draw a diagram on a napkin :D
IMO they could have been even more explicit with some of the descriptions, but I guess they're trying to keep them short.
@@BackwardsPancake half the coral weapon descriptions suck tbh, brother i wanna know what the thing fucking does not know that it was made by mind beta chud industries
@@carbharharbcar5867try using it or pressing square
item you get directly before fighting Balteus:
"THIS WEAPON IS VERY GOOD AGAINST SHIELDS."
The vp-20c definitely lives up to its description. the goal was to make a generator that works in basically any AC build and damn did Arquebus hit the nail on the head with that one. the Toyota Camry of generators.
God
Now you want me to imagine Walter taking a contract where we destroy Toyota's best pilot and their brand AC
The VLAR-300 of Armoured Core.
Only the Coral generators have much on the VP-20C and only because of their recovery and interactions with Core extensions.
I find that to be my go-to generator, for sure. It's so damned easy to build around, and has a good threshold for a wide variety of tweaks and adjustments I may need to make for specific missions. Super-solid genny.
@@lorenzorodriguez9481”Got a job for you 621. I know that your armored core is inoperable right now but this contract is urgent. I provided you a Toyota Tacoma with a core-scale Zimmerman shotgun. Don’t waste it, and good luck.”
Nobody on TH-cam is doing what you do, with the same level of depth, clarity and attention to detail. You are awesome.
Went into his video about heads thinking it would be a "this one looks coolest" hot take and came out of it with a PHD in AC6 stats. Definitely deserves more subs than he has.
@@dustinhatfield22 : Doesn't really matter. He puts out content because he wants to .. not because he has to. REALIZE THAT.
You've never heard of fighting cowboy
Vaati will rip off the video soon enough
@@marcelluscunningham8272that poser?
Another important factor that I think you missed is that normal EN recharge only occurs when on the ground, while post-recovery EN recharge occurs anywhere. This makes the red-line generators ideal for more air-borne builds, where you spend limited time grounded.
Great point. This idea is already so second nature to me I kinda forgot to mention it >.>
Hey you should check what's the recharge penalty while in the air, I have seen than with a huge efficiency build your energy recharged quite fast even in the air.
Technically incorrect, EN recharge occurs once you've stopped performing an EN draining action, such as elevating or A/Q boosting, however most map ceilings are so low that you won't be able to fall long enough to notice. For proof, take a mech with a Dafeng engine into Unknown Territory Survey, drain just short of depletion then fall off the starting area and you'll notice your energy begin to recharge on the long fall down. I suspect the airborne EN penalty is around 90%, or regens 1/10th as fast.
Reverse joint legs work great with coral generators. They give you a really nice jump height, allowing you to get up high without using energy. If you use a weapon with heavy recoil (Songbirds, Earshot, etc.), you can use that when your generator runs dry and it will stall your fall, allowing your energy to recharge while in the air. If you are on the ground when you run dry, you're going have about a second of downtime until you get your energy back. Reverse joint legs get you airborne again and due to their speed, the jump acts as an effective dodge since you can't quickboost.
In my book, ya got three choices, the big chonker all-rounder gen - the VP-20D, the big pool San Tai, or the empty-it-out and keep flying big coral generator.
If you're gonna cut weight somewhere on your AC, look someplace else than your gen, you're not going to get enough speed gains to merit cutting your energy cap in half, and even with the fastest frame setup you still have plenty of weight cap to fit the biggest generators in there along with some very solid weapon picks.
Remember that a big part of "going fast" is having enough energy to do so.
Great advice
Second that; I've always started a new AC title with the big question: "what's the fattest generator?" I almost always gravitate toward the heaviest one because it tends to top out the EN capacity and recharge, opening up ALL the builds.
PSA for people who may not know: Stun Guns are Kinetic (which is why they are not on this list) If you look above where it shows the weapon's 'Attack Power' you will see some icons. The left most one shows the damage type.
so are Stun Needle Launchers
Did not know that till this. Thanks boys
@@zombiekungfumasterduuuude I'm searching for this answer everywhere, thank you! Now i won't have to worry about Weapon Specialization lol.
i noticed those symbols i just didnt know what the mean cause on ps5 i cant highlight them
@@Akakiryuushin There should be a legend on the bottom of the screen telling you which button to press labeled 'Help' then select 'Contextual Help' and from there just use the D-Pad to go over to the icons.
On the coral generators, you forgot to mention you can completely exhaust your entire EN supply and it will recharge midair, essentially allowing for perpetual flight. All other generators will slowly recharge if you're in the air when you run out of supply, and require you to fall straight to the ground to quickly replenish your EN. I love coral gens personally.
Never mind, I see someone already mentioned it and you commented on it, sorry
A future project for you to explore could be graphing out the relationship between spare EN output and increase in EN supply efficiency. It definitely feels like you get a big boost in efficiency for having a few hundred unused output, then the marginal benefit drops off sharply after that. There's probably an optimal unused output buffer to aim for when building to maximise supply efficiency without leaving too much unspent output.
Good idea. Will look into this!
interesting thought
We gotta hunt for that Goldilocks zone!
I've noticed something similar with AC weight and boost speed, and honestly that seems more important to me in most cases
So grateful that you’re making AC6 content. I’ve got my eye on you, buddy
ew
@@teaguejelinek4038I think they're referencing Rusty.
@@soksocks lmao yeah I am
Look at you, you got a friend.
If it isn't lizardbrain5688, our resident mathematician
I think something interesting about the generators you seem to have missed is how their aesthetics line up with your categories and act as an in-game classification mentioned in each of their descriptions. This can be important for AC combat as it helps predict when your opponent will be vulnerable based on booster colour and sound. The red-line generators aren't colloquially coral generators, they explicitly use coral as their energy source and make your boosters coral coloured. The regeneration generators (and Joso) are internal combustion generators that sacrifice energy firearm specialisation for generator performance; ACs disregarding energy weapons likely have the fiery boosters from them. The energy generators and balanced generators are the same category, circulating current generators that give blue boosters.
I knew about the coral generators since it's such an obvious difference, but I didn't catch the flames from the IC generators. Good to know!
while i do kinda like the strategic aspect, i wish we could customize booster color the same way we can change the color of our ACs without changing any parts
@@cornboi3227naw that's kinda not a good thing because it just honestly doesn't fit thee really worked mechanics of a that sort of thing tbh it also doesn't make sense from like a lore POV because these were war machines while they had some limited customization so they had their own identity visually they were definitely not Japanese tuner cars totally tricked out and shit it's fine just exactly the way it is sorry bud
@@jokinplaysgames it doesn't make sense that you can make your war machine bright Pink, or make an accurate Woody from Toy Story either (yes someone did that btw). the paint or decals aren't to make sense in-universe lol, they're for you to have fun with your customization. same with getting to name your AC whatever you want. a war machine would not realistically be named "Big Penis Man" but you can name your AC that and nothing is stopping you
@@cornboi3227to be fair, there's plenty of people, military also, that would name their personal war machine that. Not every pilot is going to choose bonebreaker or some hyper aggressive name. The fact names like that exist online and especially in games like this prove the depth of people's humor, only reason its not common is because of reputation, its easier when you're anonymous, but even then when every day could be your last there's less reason not to pull something like that.
As for the booster color and paint color, what makes sense is you can slap a coat of paint on anything, even it it looks stupid. Changing the color of a flame is a matter of chemistry, and certain substances burn different colors. You're not choosing what color your exhaustion is, your choosing your motor and source of power and the chemical used determines its color and output. Painting a mech pink might be a questionable choice, especially if you need to be stealthy, but its physically possible to paint it whatever. Making green or purple flames cause it looks cool doesn't work as well cause its a chemical reaction. There would need to be a method to take whatever energy source, Combustion, electrical, or "coral" and be able to change its chemistry completely to offer the same results but a specific color. Of course if you don’t care for any realism than yeah they could let you do whatever you want for non existent reasons cause "fantasy". Personally would like to change boost color myself but I understand the reason.
I always found myself gravitating towards the VP-20C, Ming-Tang, and Aorta and it's interesting seeing those feelings validated statistically in many ways.
I went into this video with a “ming-tang supremacy” mindset myself
@@bagelman10 Definitely! Ming-Tang is my go-to for non-energy firearm builds.
I don't think you have mentioned that EN firearm spec also affects charging speed, which imo is way more important than the damage increase.
And the single most important stat for generators...the booster color
Ah yes, the style>meta, it doesn't matter how strong your AC is if it's not stylish it's junk lol.
fashion core baby
EN spec affects charge speed? Now that is interesting...
I feel vindicated for running the VP-20C for my playthroughs. I could set it and not have to worry about it too much until I started doing crazy crap like dual stun needle launchers. Your analysis now illustrates why.
Not only do core pieces have multiple stats that interact with the generator, but they also modify your booster's QB cost, which ideally you want to allign with your generator's total EN capacity and post-recovery supply. For example, nachtreiher with the larger coral gen and coral booster has under 550 cost, which goes into 4400 capacity 8 times and 3300 post recovery 6 times with a smidge to spare to dash again before overheating. Usually I can only line one or the other up.
Yep, great observation. Boosters are another thing I want to talk about though because I feel like people aren't always choosing the boosters for the "intended" purpose they want their ACs to do.
@@Chrightthoping you do videos on all the main parts (head, core, arms, legs, boosters, generator, fcs) in this format.
So far I am finding that one of the things I enjoy most about this game is giving build tips to other people struggling with bosses because after 20 years of not having anyone to talk about armored core with suddenly there are thousands of people to talk to, but my understanding of some things is still fairly rudimentary compared to AC3. Mostly getting by on feel right now.
@@Chrightt and the ideal weight has a play into your quick boost people overlook
@@elis7081 There's always something that gets overlooked. Prioritization is a better approach than optimization. You can pick out legs that support weight that matches you thruster's ideal QB weight limit, but chances are you'll run out of energy before you can fill all the weight in anyways. There's always some kind of endless cycle unless you just decide to let one thing slide.
u do have to realise, if u want to specialise in one aspect of the ac, u need to give up something in return
I mainly use quad legs and coral/redline generators, which are an absolutely wonderful combos. If you regularly make use of the hover functionality, properly managing your energy for fast recharge is difficult as compared to just consuming it all and then immediately gaining air again as you gain it all back. I’ve gotten so use to the style of violently consuming all my energy that it’s hard to go back to regular generators even with other leg types.
Do you have advice as to what boosters I should use for quad legs with coral gens?
Quad legs with a lot of heavy energy weapons and the coral generator gives an excellent combo of high damage energy and enough capacity to dash and hover for a long time.
Remember to assault boost upwards instead of just flying, it's faster than only flying up.
@@GFMarinewhat ever is around your ideal weight. Personally like a higher thrust/base movespeed for when recharging en
For quad leg its the booster at the bottom of the default list. Its preffered weight is 90,000.
@@ghoulbuster1 depends on the thrusters, with the right thrusters you get up nearly as fast with less fuel consumption
@phazon just look at your AC's total weight, then when picking a booster, look at its ideal weight and try to match ideal weight at or above total weight
Awesome video, using the vp-20c as a baseline generator for a guild is such good advice for building as a new player
It’s the gen you use when you can’t be bothered to min max haha
I love these vids. Please make them for every body part. Nothing beats this kind of number breakdown.
Absolutely will! I am also going to share a few builds and go through building the AC step by step!
Sounds so dirty😂
As a player who has crushed 4 playthroughs and tuned and optimized my ac, I still can't help to listen intently to exactly how each part is used and how it is good or bad at what job. Love the vids, idk if I've ever sub'd so quickly of of 2 videos before. Keep it up, your killing it
Always good to see other's opinions thoughts to see if you missed anything or if there's another way to look at things.
@@-kxo 't' is right next to 'y' on keyboard. It's a very humane mistake and a very easy word to guess correctly souls baby.
whats ur main build consisting of
@@frb906 mini gun in right, Morley on right shoulder, sweet 16 on left and pile bunker on shoulder. I run g1's head, Carla's chest, the basho arms, and the heavy biped legs you start the game with. Internals are the big corral gen, the ab thrust booster and either the abbot or talbot depending on the mission. Wasn't one mission I couldn't s rank with that setup
@@rakatosthemad6602thats a very solid setup! I finished the game with a minigun, two truenos and the twin laser blades. i sadly gravitate to lighter builds, making the game feel much more difficult sometimes, lmao! The dps on the twinblades are no joke, and a good charge attack with em can ramp up your pressure by a lot, too
I imagine one of the most complex videos in this series is going to be the one on Boosters. A lot of them specialize in a particular stat, and I imagine it would be good to provide build examples for each relevant booster - for example, if you like machineguns or other rapid fire weapons, you might want to pick the P06SPD which has high ground boost speed at the expense of other stats, since these weapons want to strafe the opponent as much as possible as opposed to firing off bursts of damage in between QBs.
The ever enduring war between the Assault Boost booster, and the Melee Lunge booster rages without end
This helped me find exactly what generator I want for my build. I've almost got my entire AC designed now thanks to this. Thank you for the highly detailed breakdown!
np!
Now I can finally min/max my light/energy/heavy build. This info is SO GOOD. I just kinda winged it with fast/heavy builds, and while the Coral generators are cool I had no idea how to use them. Now I can have aesthetics, and proper playstyle.
Thanks, Buddy.
VP20-C was my go to for my first playthrough. Once I played with the redline series I saw the light. Aorta introduces players to the mechanic but it's fat big brother is where it is at. I spent a decent chunk of time figuring out how to fit the big redliner on my light weight. Once I managed that I started tweaking for the efficiency of the generator. I am pretty content with but after hearing the praise for the Hokushi I might try it out. Thanks for these breakdowns.
I just learned the other day that your generator affects your energy weapon damage and today I learned about recoil control for you arms. This game's customization is so good.
I was a huge fan of the VP-20C until I started using the DF-GN-06 MING TANG. It feels like a better version that recharges faster but you just lose a bit with weight but that's not a huge deal for me. EDIT: after some testing I've come to learn that EN CAPACITY/QB EN CONSUMPTION = How many quick boosts you get before running out. EN OUTPUT is only used for slotting in gear. For example, I use the MING TANG and it has 2900 EN CAPACITY with 686 QB EN CONSUMPTION which comes out to about 4.2 which is 5 total boosts before depletion. On the other hand, the VP-20C has 2720 EN CAPACITY with the same QB EN CONSUMPTION which is 3.96 which is 4 total boosts before depletion. If you're going to calculate total boosts before depletion you only have to look at those two figures which is affected by your generator, booster and core.
I use the SAN TAI generator for very high EN capacity for ACs that aren't specc'd for prolonged aerial combat or using quads to prolong my air time while shortening my charge time while grounded.
Ok, that's why you run the IB-C03G NGI 000 on the missile boat build and never have to land !
Thank you for the high quality video as usual, keep up the good work.
One tip you should mention with the heavier coral generator is that it increases the effectiveness of your expansions. A coral Pulse Armor is very strong, especially if you're near ACS load limit and need a second to reorient, defensively.
Man I found you with Elden Ring. Helped me optimize my pvp and I was a vet already. But AC6 is new to me. I only ever played all the soulsborn games. These tips will be very helpful.
Optimization in AC6 can be real rough for new AC pilots I feel. Lots of stats to think about, even more so than ER. Glad my vids can help!
@@Chrightt Yes, I definitely feel out of my element! That's why I'm grateful for your vids. Keep up the good work my man!
edit:grammar lol
Now i kinda want to try to make the lightest possible ac with the joso and a weapon in every slot.
Head - Lammergeier
Body - Lammergeier
Generator - Joso
Fcs - FCS-G1/P01
Boost - Mule
Legs - Firmeza
Arms - jailbreak
Right gun - Sampu
Left gun - Sampu
Right shoulder - BML-G1/P31DUO-02
Left shoulder - BML-G1/P31DUO-02
Idk if this has any redeeming qualities at all aside from weighing 40620 unspecified weight units
So my main build since I acquired the parts has been Laser Rifles paired with the VE-20B for max Energy Firearms Spec. It seemed like an obvious choice, but I didn't realize it was a whole 25% damage buff to my main guns! This breakdown was super helpful.
Same, using VE-20B but with dual laser handgun, that 150 energy E.firearm stat really slap hard.
@@rz3264 This also stacks with the energy damage OS upgrade and the direct hit multiplier!
VP-20C is my go to gen. A solid workhorse that fits in many builds. The flavor text is very accurate.
Now I know more about video game generators than real life generators
LMAO
Real life generators are just internal combustion engines, they generate energy by using a stator which converts the rotating magnetic field into electrical current. All the potential energy is in the fuel, the kinetic energy is a result of a chemical reaction, controlled explosions, which drive the pistons and turn the motor.
This dude helped me maintain top dps in my raiding guild back in BFA. This dude is smart and knows how to explain everything. Keep it up
Your beginning statements are so on the money. Generators are so confusing and very misleading when trying to optimize builds. Your breakdowns are one of a kind friend! Keep at it!
before watching this I chose my generator purely based off how cool it made my AC's jet flames look. Now I know that my first choice was coincidentally also the most optimized choice for my build! Go figure! great video :)
seperating the generators into categories was super helpful in understanding each one's merits and trade-offs. good stuff
I just got ac6 so I will be very much so enjoying this series
Nice :D
I appreciate what you're doing with this series! Best AC6 content on TH-cam.
As someone that loves the older AC games, I find myself drawn to the Hokushi because it's burned into my brain to NEVER run out of energy.
Sounds like the Hokushi suits you perfectly :)
Thank you! This is amazing. I could never have hoped to see such content sprout for this game. I know the previous entries were huge on customisation, but to see a mecha genre game, in a traditional style, both have this similar feeling and have gear analysis videos on it is a breath of fresh air. It does mean I will have to replay the whole game again knowing these things now since previously I didn't check the traits in such depth. Keep on trucking my friend!
Thank you so much for this and the head piece video. I thought I was understanding the numbers well enough but completely missed how Efficiency actually works.
Glad it was helpful!
Amazing breakdown, as always.
I used the VP-20C for most of my first two playthroughs, then recently started using the Ming-Tang more. I didn't fully understand as much about the stats as I do after watching this video, but I'm glad to hear it sounds like I was making decent choices!
Great choices for PVE really. Both of them pump quite a bit of energy really making the PVE gameplay smooth.
@@Chrightt I feel like I see a lot of lighter pvp builds using the Ming-Tang too
This is by far the best and most in-depth video I have ever seen on armored core. I am truly grateful for this, and I certainly hope you continue making more videos as the game progresses. I can’t tell you how often I find videos of people who don’t know what they’re talking about, or they just brag about their funky mech. As a lifelong raven pilot, these videos are invaluable.
By the way, the time to begin regenerate is 100000 / Generator's En Recharge or Supply Recovery (for recovery time) / Core's Gen supply adj, rounded down.
This is SO well explained, thank you for being so into this game that you literally put everything on a spreadsheet so we don't have to, makes understanding all this so much easier!
We all know we're choosing the generator with the coolest colour
You made this SO easy to understand and how relevant the other stats are besides capacity and recovery. Absolutely getting like+sub, thank you for sharing your knowledge!
This game is truly a nerd’s dream and will be even moreso when the expansion comes out. I hope it has a ton more things to buy of all types.
I also think we are sorely in need of some balance changes asap.
Having 30+ million coam with nothing to spend it on feels bad
Holy shit man, thank you. This video is a lifesaver I'm an AC first-timer stuck on the NG+ Ayre fight and was so confused as to why my QBs were so widely spaced out and why I ran out of EN so damn fast
This is amazing. I loosely had the knowledge of this but seeing/hearing it well explained and graphed really locked in what I assumed.
Something I didn't dream of but love: Chrightt making AC6 videos
Awesome video. This is definitely going to help me in making my builds more efficient. I have to say... you are a man of many talents. I never expected you to plug your fantasy novel at the end of a mathematically sound video on the efficiency of AC6 generators.
I really really hope you finish this series, because it's so incredibly helpful.
100% Definitely doing more AC videos. Energy Specialization Weapons coming up next!
Another great analysis! Thank you for these videos, its really helping me to formulate optimized AC's in my own builds.
Yes, I am still ironing out the spreadsheet. Will get it out as soon as possible.
Loving all the AC6 vids I am getting from the reco feed. I hope one addition that FS gives later on in either an update for AC6 or for AC7 is the option or a set of weapons or parts that focus on electronic warfare to hack an enemy mech to disable them non lethally. Also opens up the option to harvest parts or weapons from enemy mechs so we can use them on our own mech or sell them for funds. Would be extra awesome if this was doable for boss fights too maybe just make it more tricky to perfectly pull off but still doable and lets us get special parts or weapons from harvesting from boss units! Up to FS if they decide to make that available from the start of new game or just give that option after NG+++++.
Something that might let us go for what can amount to a pacifist run specially when we consider how FS played with the story for this game. Having to fight characters that we grow to like can suck so bad. Having the option to disable their mechs without blowing them up or having the capacity to pull off Kira Yamato style non lethal mech destruction BS moves would be a nice thing specially if they design it where it'd be extra tricky to do somehow.
Dismembering a parts off the enemy mechs would be cool too. Pulling out the enemy FCS unit out of their mech or whatever lets them pull off the moves they abuse during their respective boss fights and letting players use a copied version of the Boss unit's moves would be nice too. Albeit adjusted for balance purposes of course. Also I hope Bamco lets FS make their next Gundam game or maybe the next Another Century's episode or maybe a FS tactics edition ripping off or straight up improving the style used in the Valkyria Chronicles 1 and 3. SEGA shat the bed so bad with that game series that it made me wish that style gets ripped off wholesale for the next Super Robot Taisen or whatever action game gets a tactical rpg spin off. OK I think I like this idea gonna go copy paste this to other videos and make a compressed version of this to FS/ Miyazaki's twitter or something!
Would be awesome if folks who like this idea would spread it around FS might just do it~
I love this game. Made my favorite Gundam Sazabi and have been dominating matches. So glad they have the Karasawa in this game too. It's definitely toned down but I still try to use it. Can't wait for the patches to come out and see what changes. Been seeing a lot of people running off meta builds and being more creative with their builds.
Damn, your videos are super clutch for optimizing builds. The build I'm running feels amazing, but after watching your videos I have multiple areas where I can squeeze a lot more performance out. Subscribed!
All the work you do is amazing, Chrightt. Thank you so much. Your voice is also nice to listen to!
Glad you're getting into AC6. Based on all the glorious analysis vids we got for Elden Ring, I am very excited for future vids in this series. 🎉
Great video! You're attention to detail and explanations are amazing. I may very well go from AC noob to AC pro after watching all your videos.
I wish you played Crossout, we need someone with attention to detail like you in that game community, lol.
0:24 sick color scheme!
I really hope you'll eventually round off these guides with some full builds that lean into specific niches
A build will be coming before all the breakdowns end!
I really appreciate this deep dive series in explaining the gritty details of the often ambiguous advanced stats
ur a hero man. now i know that it is in fact a skill issue when i'm gettin my ass kicked
Wow, what an amazing resource you've given us. This breakdown answers all questions anyone could have, for any build
You're the most useful AC creator out there.
People have to stop being afraid of using the VE-20B, it turns the the laser shotgun into a formidable weapon that rivals and surpasses the Zimmerman if you're using two. It doesn't do as much impact damage but can out damage the zimms in any scenario due to the insane fire rate and the ability to charge your shots
The most useful information ever documented in AC6 by far! Ty so much! Hope your channel grows!
Dude! Thanks Chrightt. My build’s running a whole lot better now thanks to you. Peace man.
High efficiency VP-20D set ups are super comfortable to use, even when red-lining. It's a great pick for other new players in my opinion. I must have played nearly the whole game with this lol.
I've noticed that the VP 20D with something like the ephemera core will give you(depending on weapons used) up to 3x your normal EN capacity in supply efficiency, which is insane. Other picks that I use for lightweight builds are the Alba core and the Firmeza core, which both equal out to similar energy regen totals(firmeza I believe is slower to start recharging but recharges faster). It is imo the best generator for general builds. Lately I've been branching out to light builds cause I like playing fast af with shield to protect myself when stopping myself from redlining
Really in-depth, well explained guide. I like what you are doing, not afraid of going into complex details. Subscribed.
Coral gen gameplay be like: REDLINE REDLINE REDLINE REDLINE REDLINE REDLINE REDLINE REDLINE REDLINE!!!!!!!
This is fantastic work and I really appreciate you taking the time to boil it all down and put it into understandable terms for us. I really hope you do this for all the different types of parts because most of us are getting our eyes crossed and headaches trying to figure out what all these numbers mean and how to optimize our AC's to our specific playstyles.
Your attention to detail is extremely impressive and helpful sir!
These videos are fantastic. I love the breakdowns like this. You answered the questions I had and could not find elsewhere. Thank you
Massive thanks for this type of breakdown videos. I love getting in depth analysis of the parts to nerd out my builds. Big cheers and keep up the awesome work!
Lots of really good information here! I've cleared NG++ and gotten all S ranks and I learned a lot.
I am very pleased to see that I am not crazy for often favoring the Hokushi generator in my builds.
Another important note for the two coral generators: When being used, your Assault Armor turns red, and does coral damage, bypassing enemy defense. I doubt it's going to be a contributing factor in a build, but it's a nice bonus.
It would benefit melee builds the most since melee attacks also deal more damage than other weapons when hitting enemies who arent stunned
Assault armor works great to stun an enemy that is about to hit you with a melee attack.
Great work, my friend!!
One additional point to consider:
EN Cpacity also comes into play to large degrees when paired with the tetrapod's hover ability. This is a flat rate of EN/sec. The more EN Capacity you have, the longer you can hover.
This becomes extremely helpful for missile boat builds.
Edit: This concept has a nice synergy with the coral generators, as they have some of the largest capacities in the game. Combined with their intended design to purposefully burn out, a pilot can simply maintain flight until thry red line. At which point, their clock starts to tick as the fall, usually having full EN once they hit the ground, thereby allowing for immediate flight, again
I appreciate your skill as an analyst; the experience shows in your work.
Very well explained. Some of the tooltips in-game is kinda vague and will leave you perplexed. Thanks for sharing!
The VP-20C feels so damn good to use. Its EN output is REALLY high (higher than almost all the regeneration generators), plus a reasonably high EN recharge number, makes it one of the quickest total energy regen, especially if you're running weapons that have a decent amount of EN load. Also it's not very heavy, so you stay faster than the hokushi, though that one is a close second place IMO.
Thank you so much for the en reaupply rates. It makes it so much easier to look at.
Very helpful video. You added a few really nice touches. I super appreciate the "default part" award, as I think having a baseline to compare to makes picking your parts much easier.
AC6's stats are so cool in the way they all play off and balance each other, but goddamn I wish they'd made some things more clear. The way the core part's Generator Supply Adjust affects the generator's EN Recharge but has nothing to do with either Supply Recovery or Supply efficiency is just confusing. I'm not even 100% sure I got all those names right and I literally just watched a video on it.
Seeing you put out these deep-dive videos on mech optimization warms my heart. Keep up the amazing work, Raven!
I've mainly gravitated toward Balam ACs with either the MING-TANG or the LING-TAI whenever I can fit it because I remember how good a quick recharge is from Armored Core: For Answer and the SOBRERO Generator from that game. I came into this vid thinking I knew everything there was to know, but this vid did clear up how Post-Recovery works, so good on ya. I wanna give that HOKUSHI a go when I get it and maybe branch out into the RaD ACs, because I'm no stranger to EN Finesse from my experience with the previous games. Good Vid.
Talk about amazing timing. This is exactly the video I needed. My hats off to you
You are a god I already thought about this but you made it more clear-and helped me make my light Rj en rifle sooo much more optimized
Holy moly, this is such a great guide on choosing your own generator! Thank you for your this video!
Way more detailed than i expected. This is great, thanks!
Yesssss love your stuff, glad AC is getting some of your fabulous work
So glad I got recommended this. Made me really think about gens as defining the playstyle of the ac, especially when it comes to qb vs ab for movement.
Your videos are always the most complex and useful, thank you so much for your work
Bro just taught a course on bro just taught a whole course on generators in AC6 🤯 THANK YOU!!
Haven’t seen anyone tackle Energy Supply Efficiency, thank you!
You left out one very important stat with the coral generators. They make the QB and AB red and it looks cool 😎
Thank you so much for taking the time to make this! Such a priceless source of in depth info about a very difficult to understand component of the game.
Great video. It wasn't until ng+ until I figured out that the "EN Supply Efficiency" value greatly altered the regen speed and I still didn't know that the leftover EN Load affected this stat. I love how much tweaking and balancing can be done with the generators and boosters in this game (it's my first AC and I never thought I'd enjoy building my ACs and tweaking them to be more efficient like I have). Although you forgot to mention that generators affect the color of your boosters, those coral-colored boosters are so stylish, lol.
The only reason I use the Coral generators is for fashion. I like the Coral booster effect and also when you Assault Armor the blast is red