A Guide on FCS, Firearm Specialization, Missile Correction, and Target Tracking - Armored Core 6
ฝัง
- เผยแพร่เมื่อ 19 มิ.ย. 2024
- FCS and Firearm Specialization: the target tracking question has never been fully covered yet for Armored Core VI (AC6)... until now! アーマードコア6
Please help me continue my TH-cam journey by buying my fantasy novel! (both ebook and paperback available): www.amazon.com/dp/B0B6XNQH7D/...
P.S. The e-book is cheaper at $9.99 and I actually get a bit more of the cut, so if you just want to support me, please buy this like you would a Patreon. Send me the proof of your purchase to request any topic from me! (either on discord or to my gmail: chrightt@gmail.com)
0:00 Missile Lock Correction
4:10 Firearm/Target Tracking/FCS Assist & Tests
12:37 Overall Tracking Metric?
16:50 FCS
20:17 Summary
If you really don't read:
my Patreon: / chrightt
Discord (for resources and come duel with us!): / discord
My AC6 Spreadsheet (top left - file - make a copy): docs.google.com/spreadsheets/...
The cute blue avatar I'm using is called Bugcat Capoo! The artist's name is Yara (all credits to her): / capoocat
For those of you who don't understand why using more EN load = bad even if you have output to spare, you might want to check out my generator video: th-cam.com/video/qE4wTrKPDqw/w-d-xo.html
For those of you who have seen the generator video and know already, 🤫let them find out.
P.S. Recoil is controlled within the tests which is why I am single firing.
you have to keep in nind though, the closer you are to a target the bigger its hitbox becomes relatively on your screen.
For a lot of weapons you are forced to sacrifice that firearm specialization anyways, in order to keep that so called recoil (actually cone of fire) in check.
Lastly latency is likely the most relevant factor for dodging shots at any give distance. For good latency the range doesn't matter too much... but on bad latency dodging shots becomes much harder especially up close because the projectile travel speed is much shorter.
I really felt that today against explosive spamming lag lord. Hitting shots on me late, while I was miles away from the explosion.
I think I watched the generator video about 15 times. And I’ll probably watch it another 50 to jam all that math into my memory
@@BaBaNaNaBa does kicks also work that way? enemy kick doesnt reach me yet i get kicked and staggered
@@ryughvilgefortz7538it maybe ping related shenanigans. Experience that a lot if the match with western player( im in asia region)
bro your videos are so good
Literally all of your deep dive vids have been essential for helping me internalize info about the game. Good on you, man, and thank you.
he has helped me double my pvp win loss ratio
from 1% to %2
I literally picked up AC6 because of the Generator video. I'm absolutely in love with the game, and these stat videos are indispensable for anyone.
:o You picked up the game because I made a breakdown video on generators? I hope it's cause the game looks fun to build different ACs!
Huh I never thought about it that way, but I also pretty much bought the game the day after the Generator video! It was a great showcase of the build depth in AC6, i guess :)
Welcome brother! This is my first ac game as well god im hooked
for a game in its infancy on its accurate mechanics and how everything works since we haven't data-mined how things are calculated, youtubers like you are a gold mine of content. things like what FCS or generator to choose while keeping in mind what parts and how affected each are, is hard without a guide. i would personally love a guide on arms. like a build for melee finisher on weapon bay and twin needle launchers, what type of arms needs
Well until that happens, high melee spec. stat on arms makes your melee weapons do more damage.
In assumption with the other relations in this video I assume it's on the same scale of "100=base value" and every point above/below is 1% increase/decrease
Wrecker arms recoil control makes them amazing for dual gatling guns. I was experimenting and found that the firearm control at close range was way less important than spread management. I love how [almost] everything has at lease a niche use in this game.
It's nice they did that. Bit it also seems to be why they cut so many parts. Only 2 quad and 2.5 tank legs is disappointing.
I'm OK with hover legs being cut though. Making that part of quad was inspired.
Meanwhile the joso generator:
Never would've known that had you not said it. I took one look at that firearm+melee specialization and decided they were a useless meme part and didn't even buy them 😂
@@tristanm2090 the possibilities feel endless when you have everything and have done everything
I like to do that but with small bursts. It keeps it almost 100% accurate.
8:15 "It's like shooting at a ghost from 3 seconds ago."
Chrightt, you're a poet.
You should cover shields next. People are starting to discover that shields are actually pretty good.
Definitely covering shields, but next few vids planned already :\
coral shield is insane and hard counters stagger builds
I suspected shields were good, just that they had a high skill requirement.
@warriorfire8103 I feel like the IG duration and bonus is similar to powershielding in smash bros
Most players will just opt for a fourth weapon for max offensive capability.
I did almost the same testing but instead of long range, I tested in close range only.
I discovered two very interesting and useful things.
1. FCS affects hard lock way more than in soft lock, it's more likely to miss with hard lock if you use an FCS with a low Stat for the range you're fighting.
2. The tracking of your mech also affects your accuracy when you're dodging aswell, this is huge on single shot weapons because the tracking lowers the delay between a boost dodge and shooting.
Most weapons have very slow velocity and getting close is required of you want to hit anything.
One addition, and apologies if you mention this later in the video or already did and I missed it: Recoil control directly affects (or at least appears to directly correlate to) cone of fire/dispersion of direct-fire handheld weapons, both for first-shot accuracy and continuous fire, excepting weapons that innately spread out like shotguns or are guided such as missiles. Sorry, putting the Wrecker arms on with your Zimmermans doesn't turn them into rifles, at least not in any testing I've done. It does however mean a weapon like the Scudder or Linear Rifles or Pistols will basically drill the core of a target on every shot. Machine guns, too, but with the exception of doubling up on gattling guns (at least in my observations, further testing required).
I tested all the handguns and rifles with low and high recoil arms and I noticed that only some weapons get really bad recoil with continuous fire and that you don't really need a lot of recoil control on your arms. The laser pistols for example are very accurate even with very low recoil but the final couple of shots will spread out a lot, getting only a little recoil control to around 130 is more than enough to completely eliminate the recoil. The stunguns have a lot of recoil from the getgo, but even these only need around 130 recoil arms and only the last shot will deviate a little. In most cases getting arms with balanced recoil and firearm specialization is more than enough to manage recoil on weapons that really need it. The nachtreiher arms for example have 160 firearm specialization but atrocious recoil to the point where you just can't use it on rapid fire weapons. The Hal arms are pretty good and balanced, but iirc there was another one with even better balance but less defense.
You don't need Wrecker arms to totally mitigate the recoil from dual Scudders. Any arms with recoil control over 130 will reset the bloom fast enough that it's effectively zero, since your reticule will only be expanded between shots.
As a result you can equip arms with MUCH better firearms specialization than wrecker arms while still having effectively 0 recoil. Don't use wrecker arms for setups like dual scudders, it's not good.
@@IsraTheBlackwould rapid fire also account for repeated laser pistol firing? I have a dual las pistol build, that I’m slowly improving bit by bit, and I’m wondering if I need to swap these nacht arms.
@@Loe7 Yes, those were my first weapons that I tested. You can easily try it yourself by going to the practice testing place and spam the guns from a distance to the wall and then use arms with better recoil. If I remember correctly the laser weapons have low recoil to begin with and only the last couple of shots before overheating suffer from recoil issues.
@@LazyMaybe Never said it was necessary, you should go back re-read what I was saying.
Recoil Control directly correlates to cone of fire on non-rapid fire weapons and will affect the the size of it.
Wrecker arms simply represent the highest possible recoil and completely, or as nearly as possible, eliminate that cone of fire.
The Talbot seems so good. High close and mid range with over 100 missile correction. Poor long range, sure, but there aren't very many pve long range encounters and in pvp if you are playing long range you are probably a missile boat build that tries to fly out of reach and missile correction is a more important stat anyway, in which case you will probably use one of the furlong FCS with high missile correction.
I prefer the abbot as well. Because your reticle STARTS closer from the almost triple midrange assist. So unless you are permanently in 130m range (you won't be), the abbot outperforms the ocelus, even on an only-close build.
I’m an old school AC fan, but I’m still finding your breakdowns informative. Great work. You earned that like.
Loving all the work you put into these videos! Keep up the good work Chrightt!
Thank you for this! Firearm spec has definitely been one of the most difficult stats for the playerbase to agree on, and despite we having no 100% confirmed way to tell the true hard data of how it affects your accuracy, your video provides ample evidence of a tangible difference between each combination. You've helped me decide to use the Melander C3 arms as someone who runs a mixed build that doesn't like sacrificing durability, when previously I wasn't sure how much I truly valued firearm spec.
Cheers!
absolutely unreal degree of thoroughness, and well explained
Thank you so much for the explanation on how this works, FCS is one of the most confusing parts for me and your video made it so clear, i hope you make more videos like this!
I eventually figured out the multi missile lock thing after awhile. Every other AC game I had played before required me to get my reticle over a target for multilock so I was working off of muscle memory lol.
Oh yeah, easy way of stating the difference between firearm specialization the target tracking (per distance): Target tracking assist controls how quickly you will gain a lock on a moving target at a steady speed at each distance and Firearm Specialization controls how likely you are to hit that locked on target.
Your channel it's true a gem. It should be subsidised by fromsoftware for explaining things to players.
Most accurate and useful information. Clear and concise presentation. The deep research you do to share with all of us is extremely appreciated. Excellent work, as always! On behalf of all Ravens, old and new: Thank you.
Huge, fcs are always a bit tricky for me
I can now effectively "um actually" another topic in AC6. Thank you Chrightt
Ngl i did come here for the missile accuracy video, i platinumed the game and had no idea that the 4 yellow marks were for the rockets lock on this will certainly help my "rockets only* Playtrough so much appreciated 👍 you earned a sub
Your videos have been such a help in my new builds, keep up the amazing work
Appreciate your videos going into these various stats in-depth - thank you!
Another banger from the main man! Thanks for the video!!
Thank you for your detailed analysis I appreciate the time you put into this
I love your videos they’re so helpful to understand all the different stats in this game more thoroughly. Excited to your booster video
Excellent video, my friend. I appreciate the time and effort you put into testing and analysis! I loved the generator video, and I look forward to your eventual deep dive into boosters.
Best information videos on AC6, digestible and to the point. Thanks for the effort you put in
Thank you for this in depth analysis of the AC parts! I enjoyed it a lot and hope to see more soon!
top tier work! finally this is starting to make sense. 100 subbed!
Love your videos. Obviously they've helped me improve my builds a ton, but more importantly they've made the building process so much more fun to engage with. When you know what the different stats do you can meaningful decisions about what's important to your build and what feels right to you, rather than just guessing based on what has the biggest number.
Like, I've made a fair few builds using the Nachtrieher arms, simply because they had the highest firearm specialization and I didn't want to worry about it. Now that I know how tracking works, I'm realizing that it isn't as important as I thought for some weapons, and I'm excited that I now get to upgrade those builds' arms to better fit what they actually need.
I really appreciate your in-depth analysis. Thank you for all your theories and research.
The legend strikes again! Critical breakdown and translating the data for the rest of us is top notch. Thank you!
8:30 what shooting at an AC would feel like as an infantryman 😂😂😂
wonderful video as always, you're like bootcamp for ACVI PvP ❤
Holy moly this is an eye opener. Thank you!
You've got some of the best vids on the different stats in the game. Not only in explaining what is going on, but on how you came to that conclusion. Love to see more!
These vids have been amazing thank you!
I never cared too much about stats in games as long everything goes how I want.
Playing AC 6 the customization is fun to get into, and thanks for the help in finding best ways to utilize builds!
Love your indepth videos, cant wait to see your findings on recoil control and how it affects rapid fire or dual-wielding firearms
Great vid, thanks for taking the time to do the tests and explaining this to us
legitimately the best informative videos on AC out there
I found your channel through your video breaking down generators. Your presentation style has been such a big help while trying to better understand mechanics that are pretty esoteric to a new AC player. Thank you for the work to put this together! :)
Man not even a minute in and you are already blowing my mind.
with every video of your analysis my AC is becoming more and more refined. I am very excited to wait for your research on the boosters and legs
as an Armored Core content creator your information has been invaluable
incredible work, would LOVE a booster breakdown next!!
Doing the hard work so we don’t have to. I appreciate all your videos.
Wow, this explained more than any other ac6 video i can think of. Had no idea i didnt have to look at everything for multilock
Bro im so happy you made this. As you've said i go with "higher is better" thinking without knowing what bigger number means.
Thanks for these videos, cleared up a lot of confusion and uncertainty
I’m glad you asked the recoil question. Cause that does get affected by types of weapons with their rate of fire.
another banger bro, cheers
Thank you for making this. You have no idea how much pain I have been in scratching my brain trying to understand this stuff.
Fantastic data as always
We love you Chrightt ❤
Great video! This is what the AC community wants to see!
Fantastic work as always.
much appreciated for the detailed explanations!
This is great! I didn’t know about missile guidance in fcs, so this helps a lot.
You should do a video on jumping. I recently discovered how the upward thrust and leg jump stat combine with total weight when my reverse joint AC flew halfway to the ceiling of the test area without boosting. Combined with what I know about generators, I now have an AC that kind of plays like a third generation AC game, bunny hopping and recharging in the air. It’s crazy how that works.
Loving these. Thanks.
You're doing the core lords work dude bless you.
thank god for your youtube channel. I was about to get a friend and test this shit for hours.
Another banger video.
Just a heads up at 17:32 the occelus extra EN requirements tend to be a nonfactor if you run coral generators.
Cant wait for the next one.
Quite enlightening, that was pretty much what I really wanted to understand more deeply
Another stellar video
Great video, looks like i'm on the right track by using Melander C3 arm part in most of my build because it gives good average on every stat.
Or use Basho and get really close 🦾🗡
The video we've all been waiting for🤓🤓🤓
i appreciate your hardwork sir
Thank you for checking it out for us.
You're a true "Dominant".
Thank you for another great video.
Hey man
I noticed you did Elden Ring videos, and I liked your Greataxe and axe videos. Love what you do, keep it up!!!
Yesss chrightt tell me abt FCS 😍😍
Thanks for all your hard work dude
And to add to that, as a missile focused player, I hope we see either some guidance enhancement but lock on penalty or vice versa.
Right now almost all my missile builds use the lock on correction.
I find the multi lock correction only really usable in PVE or in niche team play scenarios to spread damage.
just found your channel. great content man. really informative stuff. subbed.
Glad to see i was at least somewhat correct in my assumption of how tracking works!
Thank you SOOOO much for this video! This is absolutely INVALUABLE.
No problem! :D I actually saw your comment late (like yesterday) and I figured "oh well, next video will clear things up better than a reply at this point!
@@Chrightt Ya nobody is testing these very vital things, which blows my mind.
I'm currently testing which decisions ACTUALLY matter for getting the 3rd ending. It's crazy to me that EVERY SINGLE ONLINE ARTICLE IS WRONG. They just list seeming random combinations of decisions to get all the endings, when clearly only 1 decision tree matters for two of the endings.
I have a sneaking suspicion that very few decisions actually matter for the 3rd ending, but I have to play through an entire NG, NG+, NG++ and choose the same options / refuse the dam both times to confirm...
Not only is it educational, but mad props for exposing some of the scam FCS choices!
this was very helpful, thank you
And subscribed!
Thank-you for the data!
Best ac6 info vids hand downs
I really like your videos. I think it's really important to point out that the game only tracks flat velocity when doing gun tracking. you'll notice this most when a properly tracked target jumps, the actual bullet will be aimed far above the height of the jump purely because of the high upward velocity at the start of the jump. This is where you see bullets go stray, the guns are tracking correctly, but they have a travel time and only track velocity not a simulated trajectory of the target. Thus, anything that (de)accelerates often or constantly will be able to dodge bullets at ranges determined by bullet travel time, even with mathematically perfect tracking. QB can be used when the target needs to dodge homing projectiles or aoe weapons. These reasons are why I like the reverse joint legs most of all.
regarding missile tracking, it's funny that the fat missile has very low tracking capability, but due to its slow propulsion, it seems to perform better on some missiles that has higher tracking stas
To someone who doesn’t play AC6, I feel like these analyses could be S tier meditation/sleep videos.
I promise playing the playlist will put you to sleep 100% I've heard its better than ASMR while you're sleeping too.
Lmao for real though. The cadence of your speech combined with your scientific approach is hypnotizing. Love these videos.
qwik 'n dirty (if I'm understanding it correctly)
missile correction = lock time adjustment
range = reticle stickiness
tracking = how fast the reticle recovers
firearm spec = how fast the arms can adjust trajectory, affected by weapon weight
I love when people talk about that RAD set of weapons and core parts. Soup, Main Dish, Aperitif, it's all pretty comical to me. I knew I was going to have a good time when people started making content about those parts when I first saw them lol
Huge thanks for the formula on how to figure a decent idea how good our aim will be. I run Truenos, so I desperately wanted the highest missile correction. It looks like with Nachtreiher arms, I'll be able to get away with it.
Cant wait for your kinetic videos… hopefully you make one!!!
The quality of these videos is are bittersweet. I go from looking at the expanse of parts in awe of their possibilities, only to watch one of these videos and realize based on my build I can only really pick from two , and one of them is lighter. lol
There are some parts that are a lot more varied like the generators/arms/legs :) I'm sure you'll enjoy those breakdowns.
@@Chrightt oh i have and WILL be watching every single breakdown. having beat the game 3 times already and just casually going for s ranks, i'm more interested in how my original builds align with the realities of these insights now. it's cool to see what i did based on what little knowledge I had, then compare to what i could be doing. and when it comes to s ranks I want every cheese advantage i can get.
You are a godsend my dude
Holy shit this makes so much sense, applying this knowledge to all my builds rn. The missile correction stuff I knew, cause MISSLE BOOOOAT
I'm early! Great vids my man, you're making me build my ACs way more efficiently.
Any new viewers, give this guy a sub if you really care about maximizing your ACs potential.
In old gen AC, you can't just shoot even if you see the enemy inside your reticle or target box, and even if they are locked on and red colored, it is important to match the shooting to the right angle the player is positioned in and the angle the enemy is positioned in. That's why bunny hop is useful because you don't waste energy when falling down and you can dodge shots that way sometimes or a simple left and right to confuse the targeting system. If it is a predictable free fall, then the targeting system can handle that but not with a multiple strafing left and right movement. It is also sometimes useful to use angling then shoot while in mid air dodging left and right. Also, I've seen a manual aim build that uses a cloud that disrupts lock on. What kind of build with lock on will be able to go even with that manual aim build. Another thing is if there is an effect to lock on while in AB and using quick turn.
Basically choosing what FCS you'd need would come down to the effective range stat of your weapon choices and the range assist of the FCS (if not using missiles), if using missiles you just opt for the fastest lock correction, if using a mix of weapon choices just balance them out.
Nice!
Hoping to see a video about leg choices at some point, since that part in particular seems to have a bunch of hidden mechanics and weird inconsistencies that the game doesn't explain.
(E.g., if you go by the stats screen, you'd think the reverse joints are completely worthless.)
Thanks you so much for this man forreal like and subscribe from me sadly no one I know plays or I would recommend you, very good work man keep it up
FINALLY, I hope you help me out brother :3
Dam, I have been using a double trueno build with an FCS with really bad missile correction. I need to change that. Thanks for making this video
im currently using dual sweet sixteens, and since i need to be up close anyway, i opted to take a hit on FCS tracking in exchange for better missile lock speed (both my back weapons are double active homing missiles). that said, though, i did specifically choose arms that have higher firearm spec to try to make up for it. i think i made the right choice
Thanks man
so i HAVE been running the right fcs for my double minigun, double soup build, cool
Optimizing a maxed out redshift nebula laser build and this helps. Was having trouble hitting faster guys at close range using the balanced coral fcs
That's funny, just got my coral build up ad running too. Are you using Walter's (coral) rifle? If so, from me to you that thing is dead accurate free aimed. Ive taken to just soft locking at anything closer than medium and it does superb, I feel like coral gear is really great at it
Edit, sorry, you literally said redshift right there.
@stockingsstuffer6302 I like it free aimed but in up close engagements where people leave your field of view some tracking can be nice. Are you using the 1.5 energy weapon specialization generator? These things hit like a truck with that one. Combined with wheelchair legs it's scary fast and good, just no shoulder weapons
@@ratking1330 I use the oversized coral gen for my coral warrior, single shoulder missile, shield, WLT rifle and the redshift moonlight. The aorta gen is the 1.5x right? I need to make a downright lightweight coral to truly put it to the test already, from the sound of it the RS rifle is the way to go. And on lock, Ive been working to confidently swap between hard and soft if and when I need it, I think simply learning to click hard lock when you *know* theyre about to escape your vision has been the hardest part for myself, but I just... hard lock feels so inconsistent
@@stockingsstuffer6302 do not listen to me the coral version of the nebula does not use energy weapon specialization (I literally just learned this)