It's better but it's still a race to ACS overload then delete in one combo. It's can get a bit boring. And as the post above says, the online is still shit.
"Variety" in that 98% of builds are still going for insta-stun with four weapons instead of two? Yeah no. The meta is boring, low-effort dogshit. Using it doesn't feel good because you spend three times as much time in the buildup to a fight and its resulting wind down than you do fighting, and basically nothing except a couple variations on the exact same strat everywhere you go.
that curtis charged shot animation buff is handy, ping seems to benefit this build a fair bit though, unless the pulse blade hitbox really is that much bigger than it looks
Love your builds and how you push some of the most interesting combinations of parts together JUST within what fits. This looks like a ton of fun. Will definitely have to try it out!
I've actually been experimenting around the charged pulse blade's stun mechanic post-patch in combination with the linear rifle / bazooka. Its focus is more on melee damage than combination, so zook + pulse + basho have been the static pieces while I experimented around weight, back weapons, and boosters. Running a bazooka is tricky since it's a lot heavier than a linear rifle, but it hits a lot more consistently with much higher accumulative damage. To keep up the pressure from close-mid range, I'm running Xuan-Ge as that 3.4s reload time makes quite the difference when trying to catch speedy bois. The basic combo that I started with is similar to yours, where after blade stun you hit them with the zook to guarantee a stagger against light-mid builds, and then to punish them with the back weapons. I've tried Trueno for punishing instead of the grenade launchers as they can be flexed at long range as well, but it ended up being rather terrible against close range mobile enemies. To balance my build against all types of enemies, I attempted Huxley and various other missiles and it seems that Jvln Beta is the most consistent at close-mid range encounters. Because I've lost the stagger punishes with the back weapons, I had to adjust the gameplay a bit where I'll be kiting a little at the beginning to build a decent amount of stagger before going melee in order to pop my melee when they get staggered. The hardest encounters have always been the light-weight kiting opponents or the super tanky builds. This is especially true as I rely more on the melee damage output compared to your grenade launchers, so going too lightweight or heavyweight kept having diminishing returns for my build setup. Now that I've seen your grenade launcher's flexibility, I might try running dual songbirds instead of dual Jvln Beta.
Now you're zeroing in on my absolute favorite build. It uses a Curtis in the right hand, Coral Moonlight in the left hand, Trueno's on the shoulders instead of Earshots. VP-44D head, Basho Arms, VP-40D core, Kasuar legs, Alula booster, Talbot FCS, Aorta generator. The build is an absolute GOD at darting between close and mid range. Darting in for a kick and a charged Curtis shot can stagger most lightweight and even some medium builds for a full volley of Trueno following a double Moonlight hit.
Super fun video, liked the build, the commentary and your opponents were all delightfully light. The recent changes in meta have made people a lot more fun to go against overall. I have been running my own melee builds and I must say the double melee struggles mightily into lighter aerial run away builds, something like what you've showcased here seems like a decent middle ground. I wish there were more viable opener melees though, it really feels like the pulse blade is the only reliable option.
@@Myndrr I struggle to land the lance but maybe my internet isn't bad enough haha. The Wuerger charge is definitely lovely, great for zimmer countering.
I like the coral blade, it's not bad, and the charged attack takes many people by surprise despite being slow :V edit: not sure if the normal hit staggers, though. maybe not? welp
this has actually helped me figure out how to optimize the combat loop with my Nineball build! charged pulse blade into charged harris into songbirds. not as punishing as your combo but shit how did I miss this!
Good video. I faced a fella with a similar setup today. Was running a long-range medium build with one laser shotgun as insurance. Thankfully my boosters were the low cost GILL ones so I just outpaced him.
I loaded up this build in the AC Test and this is honestly a lot of fun, though the combo takes a second to get the muscle memory down. But it’s so cool to have a nearly guaranteed combo that just annihilates a mech like that.
Bro your builds, commentary, and content generally are top notch. Really appreciate your very worthwhile contributions to the community. I always learn something cool from your vids. Please keep up the great work!
Oddly enough had a similar combo before the changes. It was 2 Ludlows on the right side, and the Earshot and the Pulse blade on the left. Now that the changes are here will need to run this build again to see how it fairs
You gonna play on Global on a fast paced mecha combat Fromsoft game. Of course anyone will experience those kinds of lags/delays. Try changing your Network Region to what's closer to your country in the Network settings, since it's set to Global by default. Main problem with Japanese devs is that they only get to tweak their netcode based on their country. They need to mingle with foreign netcoding devs to expand their netcodes.
Or you could realize that, like every game for the past few decades of online gaming, there will be discrepancies between what you see, what they see, and how the game decides what is fair. Unless you can propose faster than light data transfer, there will always be a delay between when the other person does something and when your system can display it, and everything after that is just smoke and mirrors to try to trick you into thinking you’re actually playing the same game and not two separate games on two separate systems creating a facsimile.
I actually was thinking a similar build after the linear rifle buff, though I was thinking about Harris. (judging by your build harris probably wouldn't fit at all
Reverse joint is not fast because people weigh them down and don't use the ground. It's fast in bursts, but only if you're near the ground, which you won't be, because of the high jump.
Earshot nerf in 3.. 2.. 1.. Serius note though, ive been using earshots since before the buff, my main build has been explosive thrower, jvlm, earshot, songbird since i made it like day 1, that said earshot are kinda busted, mainly because of their direct hit adjustment, its not super high, but its high enough that with 2000+ dmg its just deletes you if you get caught staggered. The weapon has the highest normal dmg, highest impact and cumulative impact, per shot, and the reload made the weapon not feel too sluggish, does it need to do all that direct impact dmg? IMO no not really, the gun should be used to blast people and explode their acs strain, not as needle launchers 2.0
1:28 Minor pronunciation tidbit: given the pinyin-like spelling, it's probably pronounced like tyehn chyahng. I took a semester of Mandarin and am the arbiter of language
Wanted to ask what you think on a mid to heavy weight RJ AC using dagger, Zim, laser drones and the basic shield. Was trying to find a combo that works for me and while i dont know much of combos with it i think it manage well, but wanted a second opinion. This really looks like a deafening combo, good work on it.
@@Myndrr darnit, I was trying to make something themed around the "cloak and dagger" dueling style, pitty that isn't as efficient, but thanks for your Pov.
i liked a lot of patch changes but i still feel they never fixed the gameplay loop of stagger into insta kill which really kills the experience once that novelty wears off. if anything they just replaced the devil we knew with the devil we didn't
Don't get me wrong, I like the stagger system a lot in concept, but I'm worried that it is inherently broken for PvP. I think the stagger system might be salvageable if there was no hard lock, or if hard lock could be broken, but I'm worried that no amount of patching will truly solve this problem. Either stagger needs to go, or hard lock does
I won't lie, I always thought earshots were worse to play against than Zimmermans, even before they were buffed. This build looks like my personal worse nightmare. I'm intrigued by the latest patches changes as a whole, especially the movement changes and lightweight buff, but I really just don't want to play against earshots especially since theyre now even stronger and earburst. Im just gonna go out on a limb and assume they're super overused right now and avoid the game for a bit lol.
@@pedroj3432 do you mean assault armor? Because personally I think it's fine. It's easy to play around and leaves you open to a huge punish. Maybe I'm biased because I love using it, but I don't think it's that bad. People outplay me when I try to use it all the time, and I do the same pretty often, you just have to learn to see it coming. though I also play lightweights and floaty bipeds so it might be easier for me to get away from than some other kinds of builds.
@@MisterCynic18 sure, but some metas are less annoying than others. For me personally, a bad Zimmerman player is easy enough to deal with, but I've never been good at dealing with earshots. Giant AOE's that I struggle to predict and evade and also stagger you aren't fun to play against. Kiting a Zimmer slave was a good time if they weren't a quad spamming kicks.
when it doesn't reduce your speed by too much. also you can always drop a weapon if you think you absolutely need more speed against someone. my first build starts overburdened with a big laser cannon. I land a fully-charged karasawa shot which insta-staggers almost anyone, then combo that laser cannon into it. after that, I drop the cannon and play mostly melee, with good speed.
I'm pretty sure the shield at 3:30 is the Scutum, which doesn't even have a parry window - instead it take a couple seconds to activate, so really you wanted to be forcing a QB and then trying to land the combo while it was reactivating. Still gottem tho
Countered by simply jumping over people that are clearly bull-charging at you, fishing for that sword hit. Predictable hoping their ping is good. I guess some other AC6 pvp-bro's made vids about this build too because this video ain't even out for a day and I already fought 4 bozos copying variants of Curtis Blading.
I don't know if there was a patch or something changed but my bill is exactly the same as yours I copied it part for part but it says my Boost speed is 282 is it the same for you is this video from before patch?
@@Myndrr yeah i dont have the weight control OS chip but I thought those don't go into affect in pvp right? So i still wouldn't be able to use the build in pvp correct? Pretty sure I'm on the new update, playing through steam and I remember my game updating the night of the patch
depending on how overweight you are it slows you down much more than normally being heavy, but since he was only slightly over he walks super slow when he is not using his boost. during some moments if you mess up and start walking it could slow you down a lot
fromsoft nerfs shotguns and tweeks nade launchers and plasmas fanbase what about the shotgun nade launchers and redshift fromsoft ill allow it also despite most of the builds you show off being really strong there are counters and you can counter play them too so its not just all build skill is also required and can make a build go from good to great the games balance is getting to a near perfect point and it just feels so good
@@zimbo10there's a finesse to this where boosting to break your fall will usually skip the animation. It's been a thing in previous titles whether intentional or not.
I think the servers have been pretty bad lately cuz I was running a double melee for a while with the pilebunker and it almost always misses and half the time doesn’t even play the animation. The risk isn’t worth the reward in team games.
Haven't played much AC6 lately, hard to put lots of hours into the PvP when it's kind of an afterthought. I'll likely make more AC6 stuff if there's a big patch. Or certainly if there's a DLC or new game.
@@Myndrr Also was checking in. Liked your content a lot, would keep watching you if you pivoted to other things. I looked forwards to your uploads enough to search your channel by name every now and then
I was screaming to stop charging the Curtis at 10:45. Why not just chip him down with uncharged shots that don't compromise your mobility? Are charged shots really that much better?
I think someone used this on me in MP and I crushed them into dust with a heavy quad build. Morley + earshot + explosive thrower + jvln alpha. Every time they try that pulse blade move I would catch them out with the thrower & stack damage & stagger from there. The mobility doesn’t matter if you stop dead at the perfect range to get chewed up.
You can snipe them exactly where you want them (including into the path of where the enemy *will be* instead of where they *are*) and it gives no warning tone
Still works, nothing here was changed. You just have to do the little optimizations you see in the video (ie. quickboost-cancel after the pulse blade swing, precharge the rifle)
the increased jump and vertical boost thrust buff across the board was an indirect nerf to the Earshot and a fairly substantial one at that, the reload speed was probably just to compensate for this.
@@nubi_EX well they also buff GL&BZK projectile speed so it kinda even out. But yeah i can see pvp will mostly about air superiority for lightweight to survive.
This kinda highlights why I'll never really get into PvP. Builds like this wouldn't be nearly as viable if connections are good. Terrible ping makes dodging the pulse blade and a bunch of other stuff really unreliable.
Gotta say, the balance patch was really quite the success. So much more variety in PvP encounters now compared to before.
Shame the netcode is still terrible, that should get the biggest focus.
It's better but it's still a race to ACS overload then delete in one combo. It's can get a bit boring.
And as the post above says, the online is still shit.
"Variety" in that 98% of builds are still going for insta-stun with four weapons instead of two? Yeah no. The meta is boring, low-effort dogshit. Using it doesn't feel good because you spend three times as much time in the buildup to a fight and its resulting wind down than you do fighting, and basically nothing except a couple variations on the exact same strat everywhere you go.
that curtis charged shot animation buff is handy, ping seems to benefit this build a fair bit though, unless the pulse blade hitbox really is that much bigger than it looks
Fromsoft DID fix the 2nd Swing of Pulse Blade
Its no longer trash
@@RenoKyrie I didn't find any patch notes mentioning this anywhere 0.o
Love your builds and how you push some of the most interesting combinations of parts together JUST within what fits. This looks like a ton of fun. Will definitely have to try it out!
wait a minute, rifle, dual grenade cannons, blade...
Armored Core has come so far we somehow managed to loop back around to Genobee
Genobee true combo cosplay
I've actually been experimenting around the charged pulse blade's stun mechanic post-patch in combination with the linear rifle / bazooka. Its focus is more on melee damage than combination, so zook + pulse + basho have been the static pieces while I experimented around weight, back weapons, and boosters.
Running a bazooka is tricky since it's a lot heavier than a linear rifle, but it hits a lot more consistently with much higher accumulative damage. To keep up the pressure from close-mid range, I'm running Xuan-Ge as that 3.4s reload time makes quite the difference when trying to catch speedy bois.
The basic combo that I started with is similar to yours, where after blade stun you hit them with the zook to guarantee a stagger against light-mid builds, and then to punish them with the back weapons. I've tried Trueno for punishing instead of the grenade launchers as they can be flexed at long range as well, but it ended up being rather terrible against close range mobile enemies. To balance my build against all types of enemies, I attempted Huxley and various other missiles and it seems that Jvln Beta is the most consistent at close-mid range encounters. Because I've lost the stagger punishes with the back weapons, I had to adjust the gameplay a bit where I'll be kiting a little at the beginning to build a decent amount of stagger before going melee in order to pop my melee when they get staggered.
The hardest encounters have always been the light-weight kiting opponents or the super tanky builds. This is especially true as I rely more on the melee damage output compared to your grenade launchers, so going too lightweight or heavyweight kept having diminishing returns for my build setup. Now that I've seen your grenade launcher's flexibility, I might try running dual songbirds instead of dual Jvln Beta.
Now you're zeroing in on my absolute favorite build. It uses a Curtis in the right hand, Coral Moonlight in the left hand, Trueno's on the shoulders instead of Earshots. VP-44D head, Basho Arms, VP-40D core, Kasuar legs, Alula booster, Talbot FCS, Aorta generator. The build is an absolute GOD at darting between close and mid range. Darting in for a kick and a charged Curtis shot can stagger most lightweight and even some medium builds for a full volley of Trueno following a double Moonlight hit.
This patch is beautiful, look at the amount of diverse builds now.
It's always a good day when Myndrrr posts a video 😎 you and Mood are the best !!
Thanks broski
Thank you!
Dude, you got both Mood and Myndrrr to reply to you! How cool is that!?
@@CodenameMood Miss your videos man 😢
Super fun video, liked the build, the commentary and your opponents were all delightfully light. The recent changes in meta have made people a lot more fun to go against overall. I have been running my own melee builds and I must say the double melee struggles mightily into lighter aerial run away builds, something like what you've showcased here seems like a decent middle ground. I wish there were more viable opener melees though, it really feels like the pulse blade is the only reliable option.
People meme on lance opener but it works pretty well
Also wuerger charge attack, sort of
@@Myndrr I struggle to land the lance but maybe my internet isn't bad enough haha. The Wuerger charge is definitely lovely, great for zimmer countering.
I like the coral blade, it's not bad, and the charged attack takes many people by surprise despite being slow :V
edit: not sure if the normal hit staggers, though. maybe not? welp
this is stun needles all over again
Oh yes the classic dagger build still works as a perfect counter to your build.
this has actually helped me figure out how to optimize the combat loop with my Nineball build!
charged pulse blade into charged harris into songbirds.
not as punishing as your combo but shit how did I miss this!
Well this is an instant success.
Thank-you for sharing!
Good video. I faced a fella with a similar setup today. Was running a long-range medium build with one laser shotgun as insurance. Thankfully my boosters were the low cost GILL ones so I just outpaced him.
The weapon load out was the bulk of my melee/ sniper build. Glad to see someone else try it!
Finally someone that use light build not flying away like a mosquito, I really love your build, it's works and it's also very cool :)
Been waiting for more content friend
I am glad to see a fellow curtis respector kicking ass in pvp.
I loaded up this build in the AC Test and this is honestly a lot of fun, though the combo takes a second to get the muscle memory down. But it’s so cool to have a nearly guaranteed combo that just annihilates a mech like that.
your builds are always mad creative.
Aww man this regulation patch is a godsend. Enjoying watching different pvp builds now
Bro your builds, commentary, and content generally are top notch. Really appreciate your very worthwhile contributions to the community. I always learn something cool from your vids. Please keep up the great work!
This build in particular seems to be like the best you’ve done so far. I intend to copy it asap! 😂
Oddly enough had a similar combo before the changes. It was 2 Ludlows on the right side, and the Earshot and the Pulse blade on the left.
Now that the changes are here will need to run this build again to see how it fairs
Nice compilation
Awesome build
minute 3:00 good job adjusting to the enemy´s strategy and forcing him to adapt or die hehe
Woo i love earwigs :) good name for this mech
man, that's one nasty combo
Those legs and that core are just energy death.
i love using linear rifles with the blades, so fuckin satisfying to land a charge shot off a charged attack
Watching all those curtis shots miss only to stagger the enemy anyway really shows how much From need to invest in better net code.
You gonna play on Global on a fast paced mecha combat Fromsoft game.
Of course anyone will experience those kinds of lags/delays.
Try changing your Network Region to what's closer to your country in the Network settings, since it's set to Global by default.
Main problem with Japanese devs is that they only get to tweak their netcode based on their country.
They need to mingle with foreign netcoding devs to expand their netcodes.
Or you could realize that, like every game for the past few decades of online gaming, there will be discrepancies between what you see, what they see, and how the game decides what is fair. Unless you can propose faster than light data transfer, there will always be a delay between when the other person does something and when your system can display it, and everything after that is just smoke and mirrors to try to trick you into thinking you’re actually playing the same game and not two separate games on two separate systems creating a facsimile.
@@Xanderj89nah lol froms net is worse than industry standard
OOOOH.
I LIKE THIS.
I will be stealing this.
Nice Combo, i cant stop looking at the overburdened tag tho :P
I have many ACs who are insecure about their weight but I love them anyway.
@@Myndrryooooo LOL 😂😂😂
Fromsoft plz nerf Myndrrr
I use truenos over the earshot on my pve build because it reloads fast enough that I can use it both to stagger and finish a target.
Prepatch i ran blade, zimmy, dual songbirds. Guess is the next version. Would swap to Firmeza legs and better generator though.
gonna try this for s-ranks!
First to the sauce. Great work man.
Has anyone tried this exactl build, but instead of the pulse blade you use the explosive thrower instead and then follow up with the curtis shot?
Ive got the same building with the bomb thrower and harris!
I actually was thinking a similar build after the linear rifle buff, though I was thinking about Harris. (judging by your build harris probably wouldn't fit at all
Unless I'm playing my Guncannon cosplay build, I feel dirty using dual earshots.
Gg build
would be interesting to see vs a rat or true 100% fly builds
Reverse joint is not fast because people weigh them down and don't use the ground. It's fast in bursts, but only if you're near the ground, which you won't be, because of the high jump.
recently i made a weird looking pulse chaser build
Everyone is using earshots now lol! Its honestly one of the best shoulder weapons, just click and BOOM!
Earshots will be new Zims.
Earshot nerf in 3.. 2.. 1..
Serius note though, ive been using earshots since before the buff, my main build has been explosive thrower, jvlm, earshot, songbird since i made it like day 1, that said earshot are kinda busted, mainly because of their direct hit adjustment, its not super high, but its high enough that with 2000+ dmg its just deletes you if you get caught staggered. The weapon has the highest normal dmg, highest impact and cumulative impact, per shot, and the reload made the weapon not feel too sluggish, does it need to do all that direct impact dmg? IMO no not really, the gun should be used to blast people and explode their acs strain, not as needle launchers 2.0
1:28 Minor pronunciation tidbit: given the pinyin-like spelling, it's probably pronounced like tyehn chyahng. I took a semester of Mandarin and am the arbiter of language
Bro please drop more builds
I have almost this exact build! Nice.
Earshot seems more op than stun needles were
my sis aims the earshots on herself on the floor if something like that dagger AC tries to come close
nice! if I'm on my pile bunker build, I just counter with a charged pb instead :P
Wanted to ask what you think on a mid to heavy weight RJ AC using dagger, Zim, laser drones and the basic shield. Was trying to find a combo that works for me and while i dont know much of combos with it i think it manage well, but wanted a second opinion.
This really looks like a deafening combo, good work on it.
You'll have a hard time staggering people with that, which makes dagger not as valuable
@@Myndrr darnit, I was trying to make something themed around the "cloak and dagger" dueling style, pitty that isn't as efficient, but thanks for your Pov.
i liked a lot of patch changes but i still feel they never fixed the gameplay loop of stagger into insta kill which really kills the experience once that novelty wears off. if anything they just replaced the devil we knew with the devil we didn't
Don't get me wrong, I like the stagger system a lot in concept, but I'm worried that it is inherently broken for PvP. I think the stagger system might be salvageable if there was no hard lock, or if hard lock could be broken, but I'm worried that no amount of patching will truly solve this problem. Either stagger needs to go, or hard lock does
@@jimcopeland4011 ac for answer where hard lock could be broken by getting out of the view. which made quickturning necessary
there is, a way to break hard lock 😏
(at least at longer distances)
I won't lie, I always thought earshots were worse to play against than Zimmermans, even before they were buffed. This build looks like my personal worse nightmare.
I'm intrigued by the latest patches changes as a whole, especially the movement changes and lightweight buff, but I really just don't want to play against earshots especially since theyre now even stronger and earburst. Im just gonna go out on a limb and assume they're super overused right now and avoid the game for a bit lol.
Pretty much yeah 😂
Stagger, kicks and attack armour needs a heavy nerf imo
@@pedroj3432 do you mean assault armor? Because personally I think it's fine. It's easy to play around and leaves you open to a huge punish. Maybe I'm biased because I love using it, but I don't think it's that bad. People outplay me when I try to use it all the time, and I do the same pretty often, you just have to learn to see it coming. though I also play lightweights and floaty bipeds so it might be easier for me to get away from than some other kinds of builds.
When one meta falls an even worse one takes its place. Only the dead can know peace from this evil...
@@MisterCynic18 sure, but some metas are less annoying than others. For me personally, a bad Zimmerman player is easy enough to deal with, but I've never been good at dealing with earshots. Giant AOE's that I struggle to predict and evade and also stagger you aren't fun to play against. Kiting a Zimmer slave was a good time if they weren't a quad spamming kicks.
You got a speed buff tho
I do this same setup but the chainsaw
There is a way to make this build not overburden
lol i was just runing the melee + charge rifle
Could u maybe make a guide on overburdening and when its worth it to do so
when it doesn't reduce your speed by too much.
also you can always drop a weapon if you think you absolutely need more speed against someone.
my first build starts overburdened with a big laser cannon. I land a fully-charged karasawa shot which insta-staggers almost anyone, then combo that laser cannon into it. after that, I drop the cannon and play mostly melee, with good speed.
@@cridus_ it does seem to make landings stagger u in place
@@bigirononmyhip3812 yeah I guess so.
I keep going to your Twitch and not seeing any Past Broadcasts or other videos. Are you deleting them or something?
Just haven't streamed in a while. Vod storage is 7 days for non-partners, I don't take partner cause it gives viewers ads
Pls make a reverse joint build
I'm pretty sure the shield at 3:30 is the Scutum, which doesn't even have a parry window - instead it take a couple seconds to activate, so really you wanted to be forcing a QB and then trying to land the combo while it was reactivating. Still gottem tho
Nah it's the other big pulse shield, you see it flash white when it deploys
People are really out here playing over burdened. Absolutely wild.
"I did it before it was kewl 😎"
Does the two-hit pulse blade combo not do as much stagger as the charged hit?
The charged attack has hit-stun, the normal / combo attack doesn't. So always best to charge attack for the combo.
Countered by simply jumping over people that are clearly bull-charging at you, fishing for that sword hit. Predictable hoping their ping is good.
I guess some other AC6 pvp-bro's made vids about this build too because this video ain't even out for a day and I already fought 4 bozos copying variants of Curtis Blading.
Besides speed reduction, does being overburdened effect you in any way ?
You walk slower
I don't know if there was a patch or something changed but my bill is exactly the same as yours I copied it part for part but it says my Boost speed is 282 is it the same for you is this video from before patch?
You sure you have the same parts?
same here man@@Myndrroverburdened, 282 boost speed, wont even let me test the ac
Weird. Do you not have the Weight Control OS chip?@@life_is_gr8
Actually it's possible you guys are on the old patch, maybe? Nachtreiher parts got buffed in the patch@@life_is_gr8
@@Myndrr yeah i dont have the weight control OS chip but I thought those don't go into affect in pvp right? So i still wouldn't be able to use the build in pvp correct?
Pretty sure I'm on the new update, playing through steam and I remember my game updating the night of the patch
Thank god for 3v3s so i don't have to deal with this
You mean run into squads of this in a week or so? I can't wait
Next patch will deal with ear shot.😂
Made it stronger...
1:08 it's clearly not a combo though as they can move after the pulse blade lands
What negative results stem from being overburdened? Obviously you could still fight but what would be better if you weren't over burdened?
depending on how overweight you are it slows you down much more than normally being heavy, but since he was only slightly over he walks super slow when he is not using his boost. during some moments if you mess up and start walking it could slow you down a lot
@@erniegang8127 Ah, thanks for clarifying.
The build says "Overburdened," how are you able to play with it? Are you using an OS chip? If so, does it make you any slower?
Weight Control OS chip. Just a touch slower, maybe 1-3%
fromsoft nerfs shotguns and tweeks nade launchers and plasmas
fanbase
what about the shotgun nade launchers and redshift
fromsoft
ill allow it
also despite most of the builds you show off being really strong there are counters and you can counter play them too so its not just all build skill is also required and can make a build go from good to great
the games balance is getting to a near perfect point and it just feels so good
how can you sortie if you're overburdened?
Weight Control OS chip
How were you able to sortie while overburdened?
Weight Control OS chip
How much does being overburdened actually affect ac performance?
Just a tad speed penalty. The more burden the more speed penalty.
If you're only slightly over the limit, the only noticeable effect will be that walking (not boosting) is extra slow, but nobody just walks, anyway.
@@AltimisActually you will suffer landing stager animation more frequently if you fly at certain height than regular height level
@@zimbo10there's a finesse to this where boosting to break your fall will usually skip the animation. It's been a thing in previous titles whether intentional or not.
@@blebblebberson9327 yeap just like previous title, as long you boost at the right moment before landing, you be fine.
I think the servers have been pretty bad lately cuz I was running a double melee for a while with the pilebunker and it almost always misses and half the time doesn’t even play the animation. The risk isn’t worth the reward in team games.
unless they changed things, fights don't happen on servers. it's all peer-to-peer.
@@cridus_ maybe I’ll change my network from global and see if that helps thanks
@@codbdup88 not sure how it is on PC (are you on PC too?) but on playstation when I changed to my continent I couldn't find anyone at all 😅😭
@@cridus_ I’m on PlayStation
Damn it. Now everyone's going to think the build I've been using since the start is a copy of yours lol
you still playing..? mood's very inactive too, missed you guys' videos
Haven't played much AC6 lately, hard to put lots of hours into the PvP when it's kind of an afterthought. I'll likely make more AC6 stuff if there's a big patch. Or certainly if there's a DLC or new game.
@@Myndrr Also was checking in. Liked your content a lot, would keep watching you if you pivoted to other things. I looked forwards to your uploads enough to search your channel by name every now and then
Appreciate it broski@@duncanrobertson8323
How the actual F did you fit two earshot on top of that pair of lightweight legs
Had to put the rest of the build on Weight Watchers
I was screaming to stop charging the Curtis at 10:45. Why not just chip him down with uncharged shots that don't compromise your mobility? Are charged shots really that much better?
Curtis regular shots are really bad
They won't hit because the velocity is much much lower
I think someone used this on me in MP and I crushed them into dust with a heavy quad build. Morley + earshot + explosive thrower + jvln alpha. Every time they try that pulse blade move I would catch them out with the thrower & stack damage & stagger from there. The mobility doesn’t matter if you stop dead at the perfect range to get chewed up.
What's the advantage of manual aiming the earshots?
You can snipe them exactly where you want them (including into the path of where the enemy *will be* instead of where they *are*) and it gives no warning tone
@@Myndrr ohhhh. Do you know if charged melee attacks give off a warning beep?
Nope, it doesn't @@TheJestersDoor
13:10
Am I doing something wrong? The combo doesn't work for me.
Gotta be the charged pulse blade attack. Regular one has no hit-stun
thank you
This is ASMR
13:12
WHAT IN THE NAME OF FROMSOFT WAS THAT HITBOX
Cannot make this combo anymore just tried
Still works, nothing here was changed. You just have to do the little optimizations you see in the video (ie. quickboost-cancel after the pulse blade swing, precharge the rifle)
Also you have to do pulse blade charge attack, regular has no hit-stun
they buffed laser platform way too much
Lol i really wonder why the dev even buff earshot, now i think i'll mostly get kicked for running earshot&nebula on quad legs.
the increased jump and vertical boost thrust buff across the board was an indirect nerf to the Earshot and a fairly substantial one at that, the reload speed was probably just to compensate for this.
@@nubi_EX well they also buff GL&BZK projectile speed so it kinda even out. But yeah i can see pvp will mostly about air superiority for lightweight to survive.
being overloaded doesnt affect it that much?
Nope, just makes you slightly slower and makes you hard-land a little earlier
I tried this combo with a single earshot on reverse joint legs & a shield. This is better 😂
These “one-shot” builds need to go
Tian-qiang is pronounced "tyan chahng". 👍
Weird. Filing it next to "Pho" as things that should be spelled differently
This kinda highlights why I'll never really get into PvP. Builds like this wouldn't be nearly as viable if connections are good. Terrible ping makes dodging the pulse blade and a bunch of other stuff really unreliable.
I don’t get it. With Nacht and alba pieces, it doesn’t fit.
Need the weight control OS chip
So it's SUPPOSED to be overburdened?
Yep. Weight control OS chip lets you sortie overburdened. A slight overburden barely affects anything
Bro please make more videos
Sorry broski, haven't really been enjoying AC6 PvP much. Might be some non-AC6 related videos in the future though.
@@Myndrryesss! Whatever you got man, you are such a good speaker. You became one of my favorite creators in a very short time.