Weapon Tier List (Objectively Correct) - Armored Core 6

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  • เผยแพร่เมื่อ 31 ม.ค. 2025

ความคิดเห็น • 407

  • @MILDMONSTER1234
    @MILDMONSTER1234 ปีที่แล้ว +157

    Every tier list for this game is no consistency at all and i kinda like that

    • @Paradox1012
      @Paradox1012 ปีที่แล้ว +21

      I think it all depends in what legs the person making the tierlist uses most often.

    • @RamadaArtist
      @RamadaArtist ปีที่แล้ว +10

      @@Paradox1012 The legs do make the man, er, mech.

    • @Paradox1012
      @Paradox1012 ปีที่แล้ว +2

      @@eyegnieesllA I have at ;east 1 build for all types of legs. i like my reversejoints the most.

    • @involuntaryanalysis
      @involuntaryanalysis ปีที่แล้ว

      @@eyegnieesllA In AC4A I was most definitely a light mid-weight biped guy. I had a White Glint and Aaliyah combination tuned for PA rectification, and agility. I could spam assault armor every 5 seconds. In AC6, I'm having to re-learn some things, but I've been favoring midweight reverse joints built for aerial sustainability, dual ransetsu RF, and a double helping of soup (Hard counter to dual Zimmer builds, btw.)

    • @spinyslasher6586
      @spinyslasher6586 ปีที่แล้ว +1

      TBF with his manual aim build, a lot of B/C tier weapons do suddenly become S-tier.

  • @beamcalm6519
    @beamcalm6519 ปีที่แล้ว +85

    You’re turning out to be one of the best ac 6 content creators out there especially w/ your pvp builds. Glad I subscribed ma man!

    • @Myndrr
      @Myndrr  ปีที่แล้ว +14

      Appreciate it broski

    • @mickthick6170
      @mickthick6170 ปีที่แล้ว +2

      entertaining to watch too, his builds are interesting and he knows how to make them work, and work well. Definitely on the ball in terms of skill.

  • @TenchiKinjin
    @TenchiKinjin ปีที่แล้ว +140

    Explosive thrower is so underrated. It's such a good get off me weapon when playing vs rush down. Combined with assault armor you can really punish people for getting in your face

    • @xianfa1708
      @xianfa1708 ปีที่แล้ว +3

      These on treads also make you a mad bomber owo

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +18

      The funny thing about it is that it has the same stats as the Zimmerman but with 100m range and a BIG sweeping attack instead of massive range and it has no assault boost bonus. People freak out when they get hit by it because it almost instantly overloads less stable builds and does decent damage.

    • @ThePapino134
      @ThePapino134 ปีที่แล้ว

      i tried it on a bew zoomer build and its pretty fun imo. would be better if i really knew how to exploit it

    • @somechinesedude5466
      @somechinesedude5466 ปีที่แล้ว +1

      How do you use it?

    • @ThePapino134
      @ThePapino134 ปีที่แล้ว +2

      @@somechinesedude5466 rn i just use whatever weapons i feel like in my hands and have the bomb thrower in the bay and switch to it wjen someone is stunned. it deploys fast and doesnt need to travel to do damages.

  • @CodenameMood
    @CodenameMood ปีที่แล้ว +194

    Pulse Blade not SSS+ tier? Fraudulent tier list!!!

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +31

      Pulse blade my beloved

    • @HiroTeaShi
      @HiroTeaShi ปีที่แล้ว +18

      Good boost attack range too! You can dash surprisingly far to get that much needed double slash damage in.

    • @Revver99
      @Revver99 ปีที่แล้ว +2

      based

    • @SVolke
      @SVolke ปีที่แล้ว +6

      Yea, Charge attack hits hard plus it knocks back so we dont get caught by Assault Armor counter. It also has very high direct hit adj. Hitting a staggered light AC can hit around 4k damage (with Basho arm can even get to 6k!).

    • @SplitFace4393
      @SplitFace4393 ปีที่แล้ว +1

      Bro has no chill

  • @Knoxmortis187
    @Knoxmortis187 ปีที่แล้ว +36

    Plasma caster whip melee is slept on. 100% accuracy hits every time, also doubles as an anti plasma shield, can move with it using anything but biped legs.

    • @SamuelPierce115
      @SamuelPierce115 ปีที่แล้ว

      Wait, the flail shield is anti-plasma? I didn't realise shields had different damage resistances. I always feel like it doesn't negate enough impact to be meaningful, but I do LOVE its light flail attacks. Very fun on a lightweight missile wheelchair. Rather than constantly run away, you play really aggressive, shifting between close and medium range and pressuring with the missiles until they have no stamina to dodge the meme flail, which probably stuns them into the second half of your salvo.
      You could also run a similar build with the explosive thrower, because it shares the flail's ability to be used while moving on tank (and apparently quad) legs. You would sacrifice the flails surprisingly meaty ACS punishes, but you would gain amazing ACS break potential and the lack of melee scaling means you can use whatever arms you like without worrying about their melee stats.

    • @richter_h
      @richter_h ปีที่แล้ว +1

      Its normal attack tracks the target well, perfect for baiting melee and/or zimmy builds. I even managed to catch and counter bad cook wheelchair build easily with it.
      It also interrupts enemy's movement within its range so you can basically stop and put them in place, which you can follow up with another flail hit or any punishers of your choice.
      Although its hold attack (the flail around thingy) is worse than pulse shield and its charged attack is basically explosive thrower but worse (longer recovery time, bad tracking, smaller airbursts).
      Overall, pretty nice melee alternative if your close range build is around baiting people into your range.

    • @eldenringpvpenthusiast1710
      @eldenringpvpenthusiast1710 ปีที่แล้ว

      Is that the one you can charge to spin? that thing is so much fun

    • @turtlemaster9000
      @turtlemaster9000 ปีที่แล้ว

      Haven't tried using it much, how does the charged attack work? I tried using on training arena but it misses every time, do you just spam the normal attack instead?

    • @SamuelPierce115
      @SamuelPierce115 ปีที่แล้ว +3

      @@turtlemaster9000 Pretty much. The charged attack seems similar to the explosive thrower at first glance, but rather than the explosive projectiles coming out from your character and hitting the first thing they come in contact with, you swing the flail out to around 100m and then yank it across from right to left, dropping plasma projectiles which hit anything within range.
      The problem is that because the projectiles originate from the flail itself it doesn't hit anyone too close to you (I think the effective zone is within 80-120m, maybe slightly smaller). This requires a near supernatural level of spatial awareness to line up a moving opponent within this 40m window while you yourself are also moving, while also accounting for the not insignificant attack delay. The payoff for landing this hit also seems significantly lower than the damage stated.
      The light attacks though, they're pretty solid. They stagger decently for how easy they are to land on tank treads, and even take surprisingly decent chunks out of already staggered opponents. Hit reg on the second hit can feel a little iffy at times, but once you get the (much easier) distance down it's consistant enough for my liking.

  • @paralykeet-
    @paralykeet- ปีที่แล้ว +11

    Funfact about the Harris, when it overheats, you can batch up the Reload animation. So if you can count to 8 shots and stance/cancel to a good charged shot, you will reload and cool at the same time. To be honest, I don't think the Curtis needed the buff- but I'm glad it came. I subjectively like it very much, because it's refire is much quicker than your hands may anticipate. It has a habit of being something of a solid medium bulletsaw when it is doubletapped when fired every time- and it has an insanely short charge that requires 4 consecutive charged shots to overheat (something that never actually happens.) The Harris is a bigger, crankier, slower one- but they both have magnificent character, and are really fun to beat up the PvE with.

  • @shanefoster2132
    @shanefoster2132 ปีที่แล้ว +18

    I think a two hand weild mechanic could be so fun for this game. Perhaps its not managable but if you could weild a shotgun, bazooka, or long rifle with two hands and doing so improved recoil, reloads, and tracking i think it could open up some possibilities. It would be pretty cool at least.

    • @yarus5889
      @yarus5889 ปีที่แล้ว +3

      Make it so bipedal mechs can fire like tank mechs. Not as much start up with the cost of one arm weapon

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      Front Mission 4 did this with sniper rifles. It was cool.

  • @Paradox1012
    @Paradox1012 ปีที่แล้ว +14

    I have a heavy tank build called sandcastle that uses dual delivery boys on my back with a flamethrower and a javelin to ACS them. It's really great in 3v3 where most people aren't paying attention to the missiles you fire off and are to distracted by my flamethrower to realize that they just got bombarded by 20 missiles. And also single minded lightweights in 1v1, very easily countered by tetrapods and other tanks but that's not really what I use it for. When they come to play in the sandcastle,it collapses on them.

    • @Myndrr
      @Myndrr  ปีที่แล้ว +6

      Splashy meme weapons are a lot of fun in 3v3

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +1

      Hand over the share codes! That build actually sounds creative and neat - I keep making bipedal cosplay builds or just weird stuff, I love seeing cool builds.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      I love ACs built around themes. This is how to make an AC with character.

  • @MisterCynic18
    @MisterCynic18 ปีที่แล้ว +3

    14:00 I've found a bad cook + jvln beta combo to work decently well. The flames can obscure the missile trial while simultaneously corraling your enemy into them, and the ACS anomaly ramps up the already high impact damage of the missiles.

  • @degiguess
    @degiguess ปีที่แล้ว +2

    "explosive thrower is bad" biped player spotted

  • @nightstar2197
    @nightstar2197 ปีที่แล้ว +4

    Fun fact about the laser pistol shotgun: when used after the plasma thrower whip combo, it will instantly combo into its charge stab. I dont know if it works like that with other melee weapons, but its pretty neat!

  • @xianfa1708
    @xianfa1708 ปีที่แล้ว +9

    You didnt put it in detail that plasma thrower on treads eliminates the stance pause, resulting to a free movement ranged melee that can easily stagger or disrupt enemy action owo

    • @nebulous9280
      @nebulous9280 ปีที่แล้ว +3

      Same on Tetrapods.

    • @popeneiad7968
      @popeneiad7968 ปีที่แล้ว +1

      I’ll have to try that out, Plasma Thrower has insane ACS stagger so being more mobile would be a great help

  • @Baehellet
    @Baehellet ปีที่แล้ว +8

    In terms of missiles. The first one that you have in the "don't know" tier is pretty decent, it's practically the equivalent of the Apertif but on your shoulder. The other "good" missiles in my opinion are all of the split ones because of the amount of pressure they can add due to how quickly they reload + gain lock with a very low weight and energy load, the best kind of shoulder missiles you can put on a lightweight build imo. But yeah, for pvp and even pve, vertical missiles are just bad, strafing can be enough to dodge them. The ones that go in the V pattern are also bad because best case scenario most of the time, only half of your volley will hit a moving target. Also you're absolutely correct about Moonlight and Trueno builds. My Main build is exactly that. Redshift ML, Curtis in the right hand, Trueno's on both shoulders, Kasuar legs. Build is a monster at fighting medium range with hit and run tactics. AB in for a kick and charged Curtis shot, QB out for locked on Trueno volley into staggered double ML-redshift hit and another charged Curtis shot. Also, Curtis>Harris imo purely because of the fact that the Harris has to cool off after every charged shot whereas the Curtis can do 3 charge shots consecutively without overheating and if you stagger the shots (as you will when actually fighting other ACs) you can charge every shot in the magazine without it ever overheating, which you should absolutely consider doing. I've tried dual Curtis and dual Harris builds and both weapons don't really perform well in that setting unless relying on the charge shot, in which case the obvious winner is the Curtis. Sure it's a decent chunk less damage and impact, but you're going to be able to output it so much more consistently with the Curtis that it more than compensates. Also, agree that the charge shot can be easily dodged, but its great linked off of any kind of stun, kicks in my case.

  • @-Bile-
    @-Bile- ปีที่แล้ว +2

    I have noticed that all the weapons in f tier are just the weapons that are niche. But if you play the environment well they can all evaporate people. For example, its difficult to slip out of a chainsaw hit if youve been kicked into a corner.

  • @holneer
    @holneer ปีที่แล้ว +7

    I like Harris a whole lot in melee actually. You're almost guaranteed to hit a charged shot in the close range with decent FCS. Most of the time I just assault boost to people and pretty much instantly stagger them with charge shot + Ransetsu and if they are on the heavier side then my bullet orbits usually do the rest. Then you just kick + assault armor and keep shooting for like 3-6K damage right at the start.

  • @laflecack
    @laflecack ปีที่แล้ว +3

    The JVLN BETA has a really interesting problem where they're honestly very strong when dualed up and using the maxed out lock-on FCS, but they need so much room to facilitate them and you need to play heavily with verticality and need main weapons that don't require or benefit from high FCS tracking. Strangely I've found that this is a great usecase for the Launchers, I've only played with the Kyorai (which i also think have a deceptive amount of burst damage potential) doubled up in combination with a lightweight reverse joint build these weapons perform very synergetically. I think its a bit too themed/memey to use on human opponents as someone canny could easily punish you at any range with anything they wanted really, but it ended up being quite fun to play with and my clear times against all arena fights with this build rival or even beat Zimmermans/Stunguns

  • @djorebro
    @djorebro ปีที่แล้ว +21

    I think this tier lis stupid. Because? I would have picked differently, check mate.

    • @Myndrr
      @Myndrr  ปีที่แล้ว +18

      I bow... you win, commenter-sama...

  • @sxh1798
    @sxh1798 ปีที่แล้ว +7

    I would say the the redshift coral rifles are at least low A or high B tier as they have massive direct hit adjustment and are great against heavy targets. They also don't fully over heat when using a charged attack. When landing at hit with these (especially a charged attacked from them on a staggered target it does massive damage). The thing that keeps it down is the super slow muzzle velocity (but then again most weapons have awful velocity in this game tbh).
    Personally I pair them with the mlt 10s (that you have in idk area) as those are good at building stagger while also quickly locking on also I would personally so those are a B tier weapon as well since they are good at taking out people who use terminal armor as well.

  • @IsraTheBlack
    @IsraTheBlack ปีที่แล้ว +3

    There is so much more to the laser dagger that it deserves S tier imo. The punishing damage is just as powerful as the butta pulse blade while it has almost no cooldown. This is the only melee weapon that gives you a double punish option. Let's say you stagger someone and as you are doing the combo your opponent uses assault armor (as he should), but now you can counter assault armor and immediately follow up with another laser dagger combo to end them. No other melee weapon allows you to do this. The charge attack on it is useless though, if the wind-up was faster and it could mini-stun like the charged butta pulse blade then you could follow up with one zimmerman shot to get a full stagger and punish with the dagger since it's off cooldown by then.
    -Karasawa is difficult to use, if you do the full charge you have to wait an eternity for it to cooldown, that's a death sentence in this game. It also has too many limitations like weight, EN cost, ammo count and ammo cost.
    -The Redshift nebula's are way better than you think, these things pretty much ignore stagger and bleed through armor and do straight up AP damage like no other weapon. And best of all they do a lot of punish damage.
    -Reason why Pilebunker is rated low by most people is because it has a higher skill ceiling, just too hard to connect with so why use that when there are easier to use melee weapons.
    For the rest you got it pretty damn spot on.

    • @plop0r
      @plop0r ปีที่แล้ว +1

      Also the combo from laser dagger gives you time to reload another weapon, so you can shotgun, laser dagger, then immediately shotgun

    • @IsraTheBlack
      @IsraTheBlack ปีที่แล้ว

      @@plop0r Or kick right after the combo punish and then shotgun which is a true combo. But I've stopped using zimmermans because the fast stagger glitch just happens too often and makes the zimmerman unreliable for melee punishes. Instead I just use one of the handguns now. I basically use Mood's build but with a ducket instead of shotgun mainhand and it's much more consistent.

    • @plop0r
      @plop0r ปีที่แล้ว +1

      Right, this instantly kills a lot of the time. My build is aperitif, duckett, shoulder sweet16, laser dagger. All are useful in neutral, then once staggered laser dagger gives insane tracking for the dagger -> kick -> sweet16 combo

  • @masufame
    @masufame ปีที่แล้ว +1

    I love Ransetsus so much man. I used your magnolia build to S rank every mission , its so good, even more after the patch

    • @Myndrr
      @Myndrr  ปีที่แล้ว +1

      I p. much ran Magnolia with plasma missiles for my whole campaign, it's too fun.

  • @Cleptomancer
    @Cleptomancer ปีที่แล้ว +6

    I recently started experimenting with missiles & they are pretty much combo/pressure weapons. The handheld versions are surprisingly stronger than their equivalent back counterparts. They also combo off of each other pretty well. Especially Split missiles because of the delay in timing before they hit. The Delevery Boy is area denial in 3v3s 👌🏾 the stagger & splash are top quality.

    • @Seinglede
      @Seinglede ปีที่แล้ว +4

      Of all the traditional missiles I've found that weirdly the standard 6 cell one is probably the best of the bunch. Allows you to put out constant pressure, particularly against heavier ACs to prep them for a big stagger punish. The vertical missiles need a tracking buff badly though. I've played as the heaviest possibly built with tank treads and just by moving in the same direction 80% of them will whiff. It's crazy how bad those are.

    • @Cleptomancer
      @Cleptomancer ปีที่แล้ว +1

      @@Seinglede Take a second look. The BML/MLT-06 does less damage and stagger than the HML/MLT-04. The reload is also slower.

    • @vexx12343
      @vexx12343 ปีที่แล้ว

      @@Seinglede I find that shooting the vertical missiles staggered throws people off

    • @raysunlit1110
      @raysunlit1110 ปีที่แล้ว +1

      So to my knowledge the vertical missiles are currently glitched cuz if you look at the stats they have the highest tracking in the game and yet if you fire off 24 vertical missiles off your back you'll be lucky if 6 of them hit a Target that's walking lol

    • @Hanstra
      @Hanstra ปีที่แล้ว +2

      @@raysunlit1110 My understanding is that tracking speed is only part of the equation - the other part is speed. I think what's happening with the vertical missiles is that they fly way too fast for their own good, so even with great tracking they're simply moving forward/downward way faster than they're able to turn. They're like the opposite extreme of the super slow missiles - those have a really bad tracking stat, but since they're moving so slowly they have plenty of time to turn and stay on target. They're just too slow to actually connect, lol.

  • @Dudemanroman89
    @Dudemanroman89 ปีที่แล้ว

    Your builds are dope brother, I been rocking them In teams and they still roll good af. Look forward to any team builds you come up with!

  • @Ixarus6713
    @Ixarus6713 ปีที่แล้ว +4

    I'd put the redshift and coral gun higher, they are super consistent and nasty with their stun damage..

  • @Scarl3t03
    @Scarl3t03 ปีที่แล้ว +4

    MATE you need to take a look again about the sweet sixteen, they deal an huge damage against staggered acs. If you use them with the pistols on a fast ac they are just amazing, you will circle the enemy in short range becuase of the pistol's range, and once staggered a face double sweet sixteen shot will deal 6000 AP. Works too with nailguns, just take a look, it's a very underestimated combo.
    Try to build a full basho setup, melander arms, san tai, fast boosters, two light pistols and two sweet sixteen. You will have an ac with 11k AP, 350 speed capable of 8 dash. It's a joy to play.
    Other than being a staggered weapon they are pretty meh, see them as a melee finisher but with a bit more of range without the need to connect a melee strike, just a click to deal 6000AP damage. It's my primary pvp build and it's pretty consistent

    • @Myndrr
      @Myndrr  ปีที่แล้ว

      It's just that if you want to deal a bunch of damage to a staggered enemy, might as well nuke them with pilebunker. Which is only one weapon slot, rather than dual sweet sixteens.

    • @plop0r
      @plop0r ปีที่แล้ว

      @@Myndrr Something to be said about dagger and laser slicer is that their combos allow you time to reload your weapons, so you can sweet sixteen -> melee -> sweet sixteen

    • @Scarl3t03
      @Scarl3t03 ปีที่แล้ว +1

      @@Myndrr Sure, but with that you need arms with a good of melee specialization, and you need to connect the pile bunker strike wich sometime can be bothersome. With that shotgun you just need to be near and shot, sometime not even the assault armor it's fast enough to avoid that. Just take a look in testing, on paper it feel average on the weaker side, but on the field it perform very consistent. Also since they are underestimated and not a lot of people know the capacity of that weapon, they will have no idea about your strategy, meanwhile if they see you with a pile bunker they will instantly know you will search a staggered opportunity to pilebunking.
      I see you are a niche appreciator like me, im pretty sure you will like it, give them 5 min in the testing ground

    • @popeneiad7968
      @popeneiad7968 ปีที่แล้ว

      I mean this is all theoretical damage, right? In an actual engagement once people see you rocking double Sweet Sixteens they can play at a safer range and wait for you to run out of ammo

    • @Scarl3t03
      @Scarl3t03 ปีที่แล้ว

      @@popeneiad7968 i average 5500-6000AP everytime, since you are 350 fast with 8/9 dash so they cant play at a safer distance and cant escape easily.
      Against other lights, you have the same speed but with way more AP, and 90% of time they have a close range build too.
      Try it

  • @subi7o
    @subi7o ปีที่แล้ว +8

    I've tried making the sweet sixteen work because I think they look sick, but I feel like you need to be point blank to get significant stagger with them. Reminds me of the Halo 3 mauler (cept it was good in that game as a corner weapon)

    • @cloudonpot
      @cloudonpot ปีที่แล้ว

      I think they need to rework it. I main it in pvp it hit hard but most of my big hits are from smg range with some of the projectiles connecting where in point blank range it just tickles.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      Sweet 16s are for jousting. One can't just with many weapons in AC6, due to so many requiring firing stance. I paint mine to look like roses.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      It is also very fun to joust warship bridges with them.

    • @ullfric6252
      @ullfric6252 ปีที่แล้ว

      Not sure about PvP but it works super well with the Laser Lance in PvE stuff for me so far. If you laser lance and then sweet sixteen you get an easy stagger. And because you recover quickly after firing the sweet sixteen you can swap to the pile bunker and get a guaranteed full charge hit on almost anything.

    • @subi7o
      @subi7o ปีที่แล้ว

      @@ullfric6252 I actually revert this comment, eventually started running dual sweet sixteens full time on a hyper fast lightweight biped build. You do need to finesse more than zimm players, but they have a high peak with skilled play

  • @Nomadic_Gaming
    @Nomadic_Gaming ปีที่แล้ว +3

    stun baton is a sleeper meta bonking wep
    slept on as hell
    real power off it is the fact it doesnt knock people back very far like other melee or assualt boost hits so can just pop off on someone
    wombo w orbits and assault armor at the end of a combo w it during stun for just beautiful dmg

  • @crew_the3rd
    @crew_the3rd ปีที่แล้ว +25

    This community really needs tournaments. E-sports are my favourite entertainment medium and I hate that I can't see the best AC's compete for some high stakes.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +13

      A lot of it would be build dependent until everyone just gets good with manual aim - suddenly it would turn into Counter Core: Global Offensive

    • @kohalurker
      @kohalurker ปีที่แล้ว +3

      No offline/LAN mode or good netcode would mess with serious competition

    • @crew_the3rd
      @crew_the3rd ปีที่แล้ว +4

      @@kohalurker These are some fair points but we have to start somewhere. It would still be entertaining. But I agree that Formsoft has a bad record when it comes to PvP.
      Maybe if the community grows AC7 will have a better PvP. One can dream.

    • @cthulhurage4580
      @cthulhurage4580 ปีที่แล้ว +1

      Dont worry most AC6 lobbies you get in people play it like they are in a esport finals, last round tied, winner takes all, and a gun to their head.
      Seriously there is not casual pvp or meme builds just really really serious players and its not that fun.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      @@cthulhurage4580 Ain't that the truth for a lot of them. It's either that, funny meme builds, meta breakers, or cosplay builds.
      My personal favorite no-fun build is seeing missile cruisers flying high in the sky on watchpoint so nobody can hide from them.

  • @RenoKyrie
    @RenoKyrie ปีที่แล้ว +2

    I personally make tiers based on "How easy to build are they and how good their synergies are"
    Like for example, Trueno are middle A tier while Ransetsu Rf are low A for me, but when combined together they can make NASTY builds, and you can make them either on Bipeds, RJ, or Quads since they are super light
    Sawa is good, but my god they are too heavy and energy hungry, same goes to the laser wings its near impossible making them synergize
    Buckler and Scutum i love them on Quads with Plasma Thrower because you can play SUPER defensively
    Etsujin and Chang Chen are way more reliable in synergies than the Gatling, Gatling is too overrated

  • @degiguess
    @degiguess ปีที่แล้ว +1

    The pulse buckler that you put in F tier is actually the one with a really long initial guard, like a second and a half. It's actually really good I'd say it's better than the scutum. It has a bit of a learning curve since you need to get good at timing it but once you are you can use it to pretty much nullify any build that relies on burst damage. On top of that the fact you should only be having it up for a second means that not being able to use your left hand weapon isn't really an issue.

  • @EStephensII
    @EStephensII ปีที่แล้ว +1

    Objectively correct 😂 love the sarcasm! Apparently I go wild in PVP with B and C list weapons.

  • @heart6438
    @heart6438 ปีที่แล้ว

    Those shoulder homing launchers in the top left of your “don’t know” section are actually pretty good.

  • @tratamarack441
    @tratamarack441 ปีที่แล้ว +17

    Coral rifle is S tier because it looks like a pile bunker, with 4 fingers.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      When I saw Walter arrive to fight me my first thought was "Is that a Coral pile bunker? Gimee gimee!"

  • @anthonypittman6443
    @anthonypittman6443 ปีที่แล้ว

    glad to see no one can agree with wat goes in waht tiers other than S ranks, BUT alot of stuff needs buff so hopfully that comes soon, now what i wanna see is a PARTS tier list

  • @Menkhor
    @Menkhor ปีที่แล้ว

    I have to give a shout out to the SOUP missiles, which not only look badass but are pretty decent in PvP as well, in my experience. They can shine if you *pair them up* (and who wouldn't for the "wings", right?) *and stagger your salvos from long range.* They are easy to dodge, but you can get a nearly endless stream of missiles bombarding your opponent, which will eat up their energy reserves real quick. And if/when a few salvos eke through and land, they do respectable damage and ACS build.
    The fact that you get three salvos from each one before having to (relatively quickly) reload them is what makes this strategy viable, along with being able to keep your distance so that the opponent is focusing on dodging them rather than shooting you. I could see them being super useful on a wheelchair build, but I refuse to use them lol so I use them on a medium build along with 2 Ransetsu's (for when they get close/mid range punishing). It's not top tier and has to AB away when some ACs get too close, but it's worked pretty well for me so far.

  • @degiguess
    @degiguess ปีที่แล้ว +1

    As far as the back mounted missile launchers go:
    The 10 cell backmounted launcher is pretty good. It lacks the umph that makes people like things like the needles so much but it has really good sustained damage and is good for keeping up pressure even at a distance. It, and most of the missile launchers, are better used to build ACS load rather than capitalize on stagger.
    The 12 cell vertical missile launcher is similar but a bit more niche. If you're on a map with lots of cover it's very good since you can scan someone then lock on to them and deal damage while sticking behind cover. Essentially putting you in a situation where you can deal damage and they can't. On wide open maps it's a downgrade though as the missiles are easier to dodge and generally just take longer to find their target.
    I'm pointing out the 10 cell and the 12 cell here and not their smaller variants because I feel missiles are the type of weapon that get exponentially better when you commit to having a lot of them (hence missile hell builds). It's also worth noting missiles are probably the best long range weapons in the game since they have good tracking and deal full damage at any range.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      Fire the 10 shots while quick boosting sideways to spread the volleys. Old trick.

  • @icecreambone
    @icecreambone ปีที่แล้ว

    bombardment/cluster missiles are kind of overlooked actually - the assembly video doesn't show it but they actually make three passes to drop cluster bombs, and if you manual aim them at the ground they come out near instantly with good stagger and then just bomb the area repeatedly. it's a neat area control tool to pair with longer range rifles like ransetsu RFs when forcing the opponent to approach, especially against melee ACs, and it more or less reloads in those three passes. just NEVER fire it with tracking while airborne because it'll just track into the ground
    i was researching these because i was looking for a weapon that had the opposite utility from the coral missiles, which are great against retreating opponents

  • @artyomdreizehn2962
    @artyomdreizehn2962 ปีที่แล้ว +1

    I sometimes do a tank missile boat build with SOUP and APPERTIF, It's a really good support build for the CQC teammates and very likely to be kicked if you annoy the lobby host XD. Some lightweight build think you'll be vulnerable to them until they get staggered by tank threads and punished by your incoming missiles.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว +1

      This is how I play Smash Bros lol. Spam endless missiles with Samus until everyone gets mad and gangs up on me. I haven't entered AC6 PVP yet, but this sounds like a blast.
      I'm looking forward to mixing apertifs with normal missiles to catch people off-guard, and to hide powerful missiles in a cluster of apertifs or soups.

  • @gentlemanscarecrow5987
    @gentlemanscarecrow5987 ปีที่แล้ว

    Mood's melee tier list is absurd because he puts multiple melee weapons that you never see him touch in S tier and then puts his favorite weapons in the middle. There is no point in trying to be "objective" with a tierlist, and yours makes a lot more sense as a balance between what you love to run and what you would recommend to other people

  • @Lifeless9619
    @Lifeless9619 ปีที่แล้ว +3

    I like the WLT coral rifle. Gun has infinite style points. First tier charge is pretty fast and can be spammed without overheating, the ridiculous max ammo really only matters in pve, and the full charge is a meme, but it's still my baby. If it just weighed less and didn't have a crazy high energy burden I'd wanna call it A tier.

    • @nlm7033
      @nlm7033 ปีที่แล้ว

      its just a worse redshift, unless you specifically need the extra projectile velocity on your charge attack for combo set ups

  • @redcobra9588
    @redcobra9588 ปีที่แล้ว +1

    chain saw is S tier if you play it not as intended lmao.

  • @TLKobe89
    @TLKobe89 ปีที่แล้ว +1

    I would say linear rifles were much better prior to the recent patch. Due to the buff they did for all the rifles excluding the linears, resentsu is now more dominant. They need to give linear rifles a appropriate buff to compensate for the low mag size.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      So for general damage the line guns are simply outclassed, but they do something no other rifles do: with a charge attack you can reach out and ✨touch✨ someone with a high impact, high damage, *high velocity* bullet and possibly overload their ACS very quickly with them as long as you've built some stagger to begin with. I just wish that with the bigger line rifle it didn't instantly overheat and make it useless.

  • @dsagent
    @dsagent ปีที่แล้ว +1

    Come on from get that weapon balance patch out.
    Also you put the orbits in S tier? Those things constantly miss.

  • @rein7046
    @rein7046 ปีที่แล้ว +1

    The sampu I disagree on. They are the lightest part in the game for en and weight, and they are significantly better than an empty slot (unless you are using fist ofc). I have yet to be in a situation where I was weight/en constrained too tightly to just throw it in.
    The iridium is also a similar story, it's surprising how easily it can fit in to ultra lightweight builds and it offers enough utility to be worth considering any time you have an empty slot.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      He didn't focus much on the weight of the weapons very much, but went with the assumption that you're not worrying about weight or energy. Compared to a lot of other weapons that are similar they're outclassed, sure, but if you need to fill a slot and are limited many of the "weaker" weapons come out into their own.

  • @kx7670
    @kx7670 ปีที่แล้ว +2

    Try the HML-G2 missile launcher again. Wield 2 of them together with a Zimmerman and a melee weapon, and a fast frame (345+ boost speed).
    I actually found the HMLs much better than the Aperitifs because despite having similar impact damage, they have a lower cooldown and cast time - I could instantly throw out missiles, switch to melee + Zimmermans, and switch back & forth between two super low cooldown weapons that have surprisingly strong impact damage.
    The play style involves rapid alternating between close and long range - unlike the other missiles, the HMLs are particularly good at catching enemies retreating from short range / enemies which are chasing you due to how fast they’re launched. The low cooldowns and high ammo count allow for “constant burst” no matter the distance.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      Putting hand missiles on back slots is playing 4D chess. Thanks for the tip!

  • @boi8328
    @boi8328 ปีที่แล้ว +2

    I think the JVLN BETA should be a plain B-tier, really good tracking even at close range, pair it with a flashier weapon to divert attention and they'll always get it by it.

    • @Hanstra
      @Hanstra ปีที่แล้ว +2

      For real, I think it's super slept on. The missile is fast as fuck and really hard to keep track of if you're being pressured by something else, and if you don't notice it you'll take a boatload of stagger.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +1

      ​@@HanstraPair the speedyboy line missile with the slow AF homing missiles. They'll avoid one way only to get sucker punched by a torpedo

  • @jadehegler6489
    @jadehegler6489 ปีที่แล้ว

    Tbh i think the hand rockets are slept on. they are fast they reload fast and do decent stagger damage and are good to keep the opponent on the move while waiting for other weapons to reload.

  • @paultapping9510
    @paultapping9510 ปีที่แล้ว

    you can duel wield the nebulae by taking it as a shoulder mounted weapon on each shoulder using the weapon bay

  • @yeungjin5386
    @yeungjin5386 ปีที่แล้ว +1

    You are the go-to guy for AC6 pvp. I hope I can run into u online sometime soon!

  • @notoriousquinnb
    @notoriousquinnb ปีที่แล้ว

    The soup in real life comment sent me. What are the best snack foods for waiting for PvP lobbies to start tier list next?

  • @nikolaskulka9574
    @nikolaskulka9574 ปีที่แล้ว +1

    Cool vid with some pretty based takes, like with coral shield stuff. Though I think there are some things I disagree with, I think maybe there was some oversight on how well some weapons fit into builds. Like, both in terms of weight and energy load, as well as things like the 150 energy weapon specialization generator. It's a cool niche generator, but its low EN output not only makes it less able to accomodate energy weapons, it also really hurts en recharge since leftover en capacity is a hugely underrated stat. There's a video by I think Crigght(?) that goes in-depth on generators. So, whenever you reference using that generator to get those impressive en weapon numbers, I have a feeling a lot of other stuff is being sacrificed in the build, which should be considered. This makes certian en weapons and general loadouts a little more niche in my opinion. Anyway, I think in a vaccum I agree with the majority of the vid, but there are a lotta overall build considerations that make some of my opinions differ.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      Yes, the 150 en buff gen is hard to use. I use it on light bipeds with dual laser handguns. You can put bubble blowers on the back to switch to on cooldowns and to punish.
      It also works on Sawa builds, allowing for a fast first level charge shot.

  • @ihave2cows
    @ihave2cows ปีที่แล้ว

    about the bad cook: I have a build featuring it that's undefeated in 1v1s that I resort to whenever I get pissed off at people for being sweaty.
    2 trueno missiles
    1 bad cook
    1 plasma thrower
    firenza/wheelchair legs
    the other parts dont really matter that much, but I tried to stay on the lighter side to keep my top speed high as speed is crucial to the build. the idea of the build is that you're playing with the fastest legs in the game and can dictate the distance between you and your opponent very effectively. ideally, you play footsies with your opponent well enough to keep them at ~200m while you cook them with the flamethrower and effectively flashbang their screen, making it hard for them to see what you're doing and whether you're going to keep backing up or close the distance and whip them, while also keeping you out of effective range of the grand majority of meta weapons. once cooked, getting either both truenos to land or doing a drive by with the whip and connecting both hits will be enough to stagger them in most cases. once they're staggered, whichever method you didn't use works excellently as a punish option with their high direct hit values. and if not all of your attacks landed, you can just keep pressuring with the cook at ~200 meters with relative safety until cooldowns come back up. Even though the flamethrower only deals 1 impact per tick, it's still technically dealing impact and thus keeping their accumalative impact from regressing while you have them in range because flamethrower aoe may as well be unavoidable.
    if the enemy assault boosts towards you or corners agressively, the whip is an excellent punish that you can use to trade with while moving fast enough towards them to safely put distance after the exchange even if they manage to stagger you. if they try to camp you, you have the advantage in missile battles thanks to the high speed of firenza legs making missiles easier to avoid, and the truenos being an excellent pressure tool against airborne targets that forces constant energy consumption. Its an extremely well balanced build that not only controls the pace of the match but is able to respond and adjust to gimmicks.
    Well, maybe not against jamming cloud though, but I've never gone up against one with it. You could probably swap out a trueno with a shield of your choice (I dont believe coral shields are significantly better than the other options in 1v1s, particularly when you're using a melee weapon anyways) but I found that I'm usually able to keep enough distance to where I'm not really afraid of anything I would normally want to IG with a shield anyways.

    • @Myndrr
      @Myndrr  ปีที่แล้ว

      Sounds fun, I would prolly run a coral shield on it instead of one of the truenos but there's a big meme factor in plasma throwering people from behind flames

    • @ihave2cows
      @ihave2cows ปีที่แล้ว

      yeah I think I edited in that you could swap out a trueno with a shield while you were replying, but its true. I just personally dont think its necessary on such a high speed build and haven't felt a need for it YET. I do encourage you to try it though, its a blast even in 3v3s.@@Myndrr

  • @olliski2802
    @olliski2802 ปีที่แล้ว +1

    Wow someone finally noticed the nebula I’ve been using them in PvP on a tank build for a while and pretty much never lose.

    • @xerlius
      @xerlius ปีที่แล้ว

      On tank and quad legs it’s A or S tier for sure but on other legs I feel like it’s a C or F

    • @olliski2802
      @olliski2802 ปีที่แล้ว

      @@xerlius very true the stance animation on regular legs is a real drawback because it mostly useful with the charge attacks. But the tank build is unstoppable beats everything except maybe other tank builds and sniper builds that hit and run.

  • @felipeguedescampos851
    @felipeguedescampos851 ปีที่แล้ว +3

    Finally some nebula apreciation

    • @xianfa1708
      @xianfa1708 ปีที่แล้ว

      Nebulas are evil due to their explosive capabilities, disrupts mobility and huge stagger buildup

  • @Thereisnogreatersword
    @Thereisnogreatersword ปีที่แล้ว

    Missiles are free easy pressure unless your opponent moves in a certain way or finds cover

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Also, all of the bazookas have 15 splash radius. Grenade launchers have much more. The iridium has a blast radius of 60, and its the lightest grenade launcher.

  • @zekiel2533
    @zekiel2533 ปีที่แล้ว +1

    Moonlight being C i agree because its a worse red shift. But red shift is B tier. Most players dont know this but both can be delayed on the second swing. You can realign and track the opponent by delaying the swings.
    On top of everything else with the correct build.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      It can be a bit tricky to use even if you delay your swings - as long as their thruster delay isn't totally jacked they can typically dodge both on reaction if they aren't in your face.

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Laser lance works well as a finisher because of its insane range, and the fact that the pilebunker (not unlike the chainsaw) has inconsistent targeting. If youre using truenos or ransetsus, or just want to follow up on a teammates stagger, lance is more consistent every time.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      I lead with charged lance and finish with charged pile.

  • @xerlius
    @xerlius ปีที่แล้ว +3

    Container missile idea: S tier
    Container missile in game: F tier

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      That's what happens when a Coral'd out doser design your weapons.

  • @Skidoosh121
    @Skidoosh121 ปีที่แล้ว

    I vehemetly disagree with so many of these weapon placements but I think the beauty of the game is no two players are going to handle a weapon the same way. For example the slow seeker missile, the single missile variation reloads every 2.5 seconds with a vastly superior lock-on time to corals with no need to be charged. You can legit spam fire those things, the tracking is insane and the stagger damage is insane, just fire and forget. Doesn't matter if you are inches from their face or far away, they will legit do 180's in the air to follow the enemy. I'll take them over the corals any day of the week. The explosive thrower is AMAZING and it's mind boggling to hear you call it bad. It's fast, wide spread, and guarantee stun if used after a kick.

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Ok, Ive done some testing and I stand corrected, all the bazookas do have airburst, the grenade launchers do not. I think this makes them all much more redeemable.

  • @the_investor9836
    @the_investor9836 ปีที่แล้ว +2

    Dont forget bullet speed though. Cant ignore that

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Back mounted Laser shotguns have a blast radius on their charged attack

  • @nicholasgraham8703
    @nicholasgraham8703 ปีที่แล้ว

    Split missiles are probably pretty decent. After a lot of other stuff gets nerfed, they will likely become fairly meta.

  • @-Bile-
    @-Bile- ปีที่แล้ว

    I would argue the existence of 3v3's also makes the pilebunker worse in context.

  • @splder5430
    @splder5430 ปีที่แล้ว

    I love the Scudder, it sustains impact damage well.

  • @braydenp.3556
    @braydenp.3556 ปีที่แล้ว +2

    Only disagree is the laser shotgun could be a bit higher, using two you can continually use the charged attacks great damage and stun+aoe

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Coral missles have a significantly higher weight and en load than the hound launchers (slow seeker missiles) coral missiles also have noticeably worse tracking and are much slower.

  • @poimaster
    @poimaster ปีที่แล้ว

    I do see people slip out of Pilebunker hits now and then, where they only take 100-200 damage.

  • @SephirothsBIade
    @SephirothsBIade ปีที่แล้ว +1

    8:07 WTF shields block the left arm?! They were horrendous before learning this.

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      Yeah your shield goes down if you use your left arm weapon then pops back up. If its a melee that you're holding onto or the weapon is on cooldown this isn't an issue. People like double trigger though. If you have a bazooka or grenade launcher in the left hand shields are great for giving yourself extra effective health.

  • @osunightfall
    @osunightfall ปีที่แล้ว

    I'm fortunate that the chainsaw easily got me through the entirety of v1.0 (all endings) before I learned it was F tier. It's definitely worse than the Pile Bunker, but it does have going for it that its strong attack dashes.

  • @mikeobrien7724
    @mikeobrien7724 ปีที่แล้ว +1

    All I do is melee builds typically; only builds I find fun. While the pilebunker is devastating I find people slip out of it all the time on me. Even if I'm on top of them as I get the stagger. Are you reliably landing it?

    • @Myndrr
      @Myndrr  ปีที่แล้ว

      It''s pretty reliable. Just don't use zimmers cause they can microstun.

    • @mikeobrien7724
      @mikeobrien7724 ปีที่แล้ว

      ​@@Myndrr I don't use zimmers because everyone hates on them. My typical go to for stuns has been the huxley with coquillett or viento, and pulse blade. I still find the charged pilebunker attack has trouble connecting for me. I tried to practice a bunch against freud and even he often slips away before I can land it.

    • @mikeobrien7724
      @mikeobrien7724 ปีที่แล้ว

      ​@@Myndrr Also thank you for the content. As someone who only lives in light melee builds I'm struggling to find ways to build ranged builds. You're providing some great inspiration, and places to start with them.

  • @xianfa1708
    @xianfa1708 ปีที่แล้ว +1

    Heeey i like the pringles drones, they are nice to limit enemy movement as a different projectile placement owo

  • @calangel
    @calangel ปีที่แล้ว

    Yeah, that F tier on the JVLN Betas was so stupid. I use them. Constant pressure and stagger buildup. They have amazing tracking and do alot to control the opponent's position. They also help nail someone from begind who goes all in on you.
    Its harder to see these coming than other missiles as well.

  • @56bturn
    @56bturn ปีที่แล้ว

    Man, people either think the Chainsaw is great, or they thing it's worthless.

  • @EnsignEpic
    @EnsignEpic ปีที่แล้ว

    The 10-missile pod (first item in your "don't know" list at the start) is a pretty damned solid choice for PvE at least. Nice target acquisition, decent rate of fire, nice impact buildup. I run it & the 12-missile vertical pod (third from last in that same list at the start), which like all vertical missiles has insane tracking, along with a Zimmermann & Pile Bunker. Basically the idea is to overwhelm the enemy with missiles from 2 directions & essentially into the shotgun's line of fire while being on their face with boost kicks. Probably not the most efficient, been thinking of swapping one or both over to Huxley or something else, maybe adding in some EN-weapons since I use Aorta, but yeah. Those 2 at least are pretty damned solid for PvE, really depends on if the idea behind it would screw with actual players.

    • @TheGrumbliestPuppy
      @TheGrumbliestPuppy ปีที่แล้ว +1

      It wouldn't work against players, simply because vertical missiles are so easy to dodge (despite their high "guidance" stat). Even just strafing (no need for QB) is enough for a lot of them to miss. The reason is that while they have high guidance on paper, they have a high speed and little time to redirect when going straight down. They'd need a big guidance buff to compensate. You're right about the 10-missile pod being great though, both in PVP and PVE.

    • @TheGrumbliestPuppy
      @TheGrumbliestPuppy ปีที่แล้ว +1

      A good example of the guidance stat being misleading is the slow homing missiles. They're the opposite of the vertical missiles: a much lower guidance stat, but they track shockingly well because their speed is so slow that they have plenty of time to turn and chase. The faster the missiles, the more guidance they need.

  • @-Bile-
    @-Bile- ปีที่แล้ว

    Those two parts you didnt recognize were both shields. The second of the two (its the one iguazu uses) has the highest impact damage reduction in the game, both during and after IG.

  • @aseemmateen7696
    @aseemmateen7696 ปีที่แล้ว

    Great Tierlist! there has been alot of discussion on the viability of certain leg types, i.e. are light unviable? Maybe you should make a leg tier list!

    • @EStephensII
      @EStephensII ปีที่แล้ว

      I only use light legs 😊

    • @ghoulbuster1
      @ghoulbuster1 ปีที่แล้ว

      light legs are melee/viento only

    • @EStephensII
      @EStephensII ปีที่แล้ว

      @@ghoulbuster1 nah I have a light, faced paced missile build that keeps others guessing in PVP- it’s my fav build (and it’s not a missile boat!)

  • @Scarl3t03
    @Scarl3t03 ปีที่แล้ว +1

    The big missile rack it's actually pretty good in pvp

    • @vexx12343
      @vexx12343 ปีที่แล้ว

      Good for pressure I love it

  • @xianfa1708
    @xianfa1708 ปีที่แล้ว +1

    The final vertical missile used to be the meta

  • @jackvanbenthuysen
    @jackvanbenthuysen ปีที่แล้ว

    The BML-G2’s should be A or S tier. They’re the only missiles I use. Basically fires it’s whole salvo at once, in front of you, and is really consistent at landing hits. Great for staggering. I run laser rifles and these and I have a good win rate in PVP

  • @-Bile-
    @-Bile- ปีที่แล้ว

    The listed damage of the nebula redshift is wrong because it hits multiple times, just like plasma weapons.

  • @jonbezeau3124
    @jonbezeau3124 ปีที่แล้ว

    I entirely judge tier lists by their opinions of Ransetsu RF, if someone says it's a bad gun I won't care about the rest of what they say.
    Charged basic laser rifle is pretty hard to dodge, good basic weapon for tets or wheelchair.

  • @calvinbowman3289
    @calvinbowman3289 ปีที่แล้ว +2

    Chainsaw is S+++ tier for PvE. Besides a couple bosses with weird hitboxes

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว

      Chainsaw seems to do better against ACs than it does against some bosses and enemies - if they're staggered they'll slouch and you'll swing over them!!

  • @DarkLord3709
    @DarkLord3709 ปีที่แล้ว

    The Chainsaws charger attack is alot better on ACs with short stagger time. Has low start up lag when you hold the charge before staggering them, good tracking and big D damage, almost guarantee kill on any similar size ACs in the game.
    The downside is wiffing your charge attacks and watching your dumbass saw the air and even if you land a hit, your AC has a chance of hovering away during the attack animation depending on whether the charge attack hits slightly to the left of the enemy.
    Overall a solid high B on my list.

  • @kirbyis4ever
    @kirbyis4ever ปีที่แล้ว

    If kicks are broken and fists are great for combing into the pile bunker, does that mean the best build is a coral shield, a pile bunker, one shoulder zimmerman and your *robofist?*
    The "Gang Initiation Beatdown" Build.

  • @chibieris8659
    @chibieris8659 ปีที่แล้ว

    fun tier list to watch even though Ive played exactly 2 PvP matches, lmao. I love how light the sweet sixteens are, my best pve build was nacht legs, dual 16's, dual songbirds

  • @Staf00plz
    @Staf00plz ปีที่แล้ว +1

    How can the Scudder (a direct upgrade to the Turner) be worse than the Turner? Does not make sense...

  • @haruspice9921
    @haruspice9921 ปีที่แล้ว +2

    I will disagree on the placement of both Ludlow and Sampu espcially since they are compared to Etsujin , in the case of ludlow it's easier to dual trigger thanks to quickboost tech and overall it has slightly better dps/ips/aips , as for sampu again looking at dps/ips/aips has a very slightly lower true dps (DPS + reload taken into account) higher IPS and AIPS (50% more than etsujin) while being far lighter and having just a slightly lower en load tho at the cost of range.

    • @NephilmX
      @NephilmX ปีที่แล้ว

      Mounting requirements are higher (and tracking lower) due to their recoil, especially the Sampus. This knocks down their real-world numbers.

    • @haruspice9921
      @haruspice9921 ปีที่แล้ว

      Considering I tend to use Sampu a lot with really close range build (like 50meter away close) , the recoil isn't that much of a problem tho I do agree it's not as easy to use as Etsujin , they are not deserving of F tier at all and could be placed at B rank at least since coquillet/Duckett are rather similar in use.
      As for Ludlow it's at the very least better than Chang-chen and should be above it, and can with SALAD level of recoil , be use in dual trigger configuration if you use the Quick boost trick to make the recoil equal to just one being fired , while Chang-Chen need at least VE-64A (iirc) to not recoil.@@NephilmX

  • @bandwidthpiggy9378
    @bandwidthpiggy9378 ปีที่แล้ว

    I've wasted so much time trying to make your C tier weapons viable.... Thank you.

  • @ShadowNinjaMaster93
    @ShadowNinjaMaster93 ปีที่แล้ว

    I feel like a lot of these including Zimmermans and Kicks would arguably but not nearly as good if hard lock was even close as bad as they (Or perhaps specifically Vaati) promised it would be before the game launched. If hard lock is going to be in the game, it really aught to just be exclusively a tool to keep track of fast moving targets and not the end all be all of mid to close range fights, especially considering long range is impossible as there are no snipers and everything else bounces off past 300 meters.
    I recently S ranked all the missions and the sheer difference in experience and difficulty I had with soft lock vs hard lock fighting some of the final bosses is like night and day. Hard lock is busted. Soft lock you can actually miss with the Zimmermans if you mistime the shot, hard lock its basically impossible to miss even if you try because the tracking is so strong.

    • @Myndrr
      @Myndrr  ปีที่แล้ว

      Hardlock kicks getting nerfed would definitely be a breath of fresh air for the meta. I think in terms of general shooting-at-the-enemy it's not really better than softlock though

  • @Walpurgisnackt
    @Walpurgisnackt ปีที่แล้ว +1

    I noticed the red shift nebula has a ton of direct hit. But I suppose you already considered that and it doesn't compete as a finisher?

    • @Myndrr
      @Myndrr  ปีที่แล้ว

      I tried them thoroughly and could not find any substantial way they were better than regular nebulas tbh, which have airburst

    • @austineis3790
      @austineis3790 ปีที่แล้ว

      @@Myndrrit’s better for playing close range and aggressive, the impact damage and pressure is incredibly difficult to deal with close range

  • @leonlai8270
    @leonlai8270 ปีที่แล้ว

    Are you sure the karasawa is S tier?? it is so heavy and not so easy to hit something. The smaller laser shotgun deserves a high rank, it's dps is huge and the chage attack is so unexpected.

  • @DarkShadowJedi
    @DarkShadowJedi ปีที่แล้ว

    43:11 thank you for saying this. I whole heartily agree and anyone that does plays like this should feel bad about themselves lmao

  • @eldenringpvpenthusiast1710
    @eldenringpvpenthusiast1710 ปีที่แล้ว

    It's kinda funny with their names but I tried both dual Harris and Curtis and I feel like they both have their shortcomings. But When you pair Harris and Curtis It feels like they cover each others shortcomings. I like the projectile speed at medium range and I like to save the last shot of the smaller one for a charged shot and since the bigger one takes longer to empty, it will still have a couple shots while unloading both

  • @Zero_8347
    @Zero_8347 ปีที่แล้ว +1

    the starter missile launcher is pretty good i think

    • @kirbyis4ever
      @kirbyis4ever ปีที่แล้ว +1

      The normal missiles (4, 6, & 10 cell launchers) are all good choices to fill whatever gap you have in a build. Need accumulated impact? Missile. Need some extra damage while everything is on cooldown or reloading? Missile. Are you a close range build and the enemy is far away? Missile.

  • @aidanklobuchar1798
    @aidanklobuchar1798 ปีที่แล้ว

    I don't see how Laser Drones being worse against light/biped builds is at all relevant as those builds have shown to not be tournament viable. If an opponent is so worried about the drones that they use a light build, they've already done their job.

  • @31emanual
    @31emanual ปีที่แล้ว

    Ok hear me out...
    What if they buffed most of the pulse shields by allowing parried shots to recharge or even overcharge your energy

  • @taylordiclemente5163
    @taylordiclemente5163 ปีที่แล้ว

    Great info, though I've found it after a regulation upgrade has made it somewhat obsolete.
    Btw, "apertif" is French for appetizer, fitting the full course meal theme of Carla's AC. It's pronounced ap-per-TEEF.

    • @taylordiclemente5163
      @taylordiclemente5163 ปีที่แล้ว

      And Wuerger (German) starts with a V and rhymes with burger, but with a little bit of an "er" sound applied to the vowel.

  • @the_real_tay_loud2072
    @the_real_tay_loud2072 ปีที่แล้ว

    Explosive thrower post patch is crazy

  • @koktszfung
    @koktszfung ปีที่แล้ว +1

    I played through PVE relying on missiles