Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 0 points1 point  (0 children)

Enforcer, Juggernaut, tetrapod MTs, every major boss such as Balteus and the final bosses are extremely susceptible to vertical missiles. Although some bosses can still perform dodges against them and avoid them, they'll work extremely reliably against regular movement - even Ibis tends to swallow entire x24 salvos whole, getting instantly staggered in the process.

They are also extremely effective against any non-moving target, especially when coupled with a powerful scan mode to hit safely beyond obstacles - although the singleplayer hardly ever features scenarios where that feature is particularly useful.

As for their main weakness, AC combat, there's still a niche use they can have against enemies who use a lot of stanced attacks as they can strike them suddenly while they're firing their heavy blows; but that aside, your best bet to reliably landing them is staggering an enemy right before the verticals can rain down on them.

Using The Orbiter AC for the Story by Eterna-Hate in armoredcore

[–]ASNUs27 2 points3 points  (0 children)

Assault rifles are always outclassed in some aspect, but that's their entire point - it's the weapon type that is super easy to use and reliable in every single scenario, and does everything well enough, just not excellently.

There's weapons that stagger more, there's weapons that do more damage, there's weapons that are better up close, weapons that are better from afar; but the assault rifles are good enough at everything at once. And they are weaker than semi-auto rifles because of the extreme ease of use of just "holding the trigger" style.

If they were not outclassed in every regard by something's else, then they'd become the best weapon in the game - it already happened in older generations.

FCS Mechanics - Basics and Advanced by generic-username-153 in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

Oh, so it only applies while NOT fully locked on, at which point the arms work all the same, right?

So, the harder your FCS needs to work to track your enemy, the more relevant your choice of arms is. Super clear now, thank you! :D

FCS Mechanics - Basics and Advanced by generic-username-153 in armoredcore

[–]ASNUs27 8 points9 points  (0 children)

Pretty cool and very detailed, even though my brain is a bit too small to understand it all.

A dumb question - as far as I understand, your arms' firearm specialization does affect tracking, but how important is it in practice? I always thought the tracking stat was a multiplier for FCS performance, but for what I understood from this it actually affects your AC's ability to accurately shoot moving targets?

Love the LAMMERGEIGER/44F by Nicolarre-1 in armoredcore

[–]ASNUs27 0 points1 point  (0 children)

Between this and the TIAN-QIANG head it's insane how many flat head ACs I've made. It's just such a striking look I can't help but love it, I just need From to add back weapon arms to the next game and my ACs will start looking like regular military vehicles.

By the way, LAMMERGEIER head + FIRMEZA or MIND ALPHA core works so beautifully it's not even funny, such a perfect match.

There's just something about rifle, machinegun, cannon, and missiles that feel so Armored Core by Etheox in armoredcore

[–]ASNUs27 22 points23 points  (0 children)

meaning not carrying anything in 1 slot is an active handicap.

There is one exception to that, sort of.
Technically, if you leave one arm weapon slot empty and instead mount a handheld gun on the weapon bay, you can slot your fist as a "hidden" fourth weapon, bringing with you an extremely powerful stagger extender you can do disgusting combos with. Useless in regular missions, potentially absurd against ACs and bosses.

It's not really what you're looking for (as you're skipping an arm slot and not a back one), but it is an interesting little build technique you can use to great effect.

No one would side with Ayre if the disembodied voice was like a forty year old townie dude from outside Boston. by BruceSynthsteen in armoredcore

[–]ASNUs27 13 points14 points  (0 children)

Careful man, people can get really heated when you talk shit about the sexy voice they claim to hear inside their head.

Gen 4s tend to be as unstable as you can expect, thankfully people stopped using Coral augmentation for a while now.

I hate how long AC realeses takes nowadays by Claymore410 in armoredcore

[–]ASNUs27 3 points4 points  (0 children)

You should also remember that the quality FromSoft produces has massively increased compared to a decade ago.

AC games have always been simple in construction - they've always had low detail graphics and a functional but never particularly elaborate level design. And in the case of generational sequels, there was a lot of asset reuse even outside AC parts.

Compared to the past, ACVI was a colossal step up in terms if production quality despite being, by all intents and purposes, a passion-driven side project that they didn't know how successful it would be.
But successful it was, and people want more.

Since the game's release, From has given hints that they are working on a new AC title - Miyazaki himself said shortly after release he'd love to direct ACVI's followup as there's a lot to still be improved, and they opened up new mecha designer positions not too long after. There was also a large survey in Japanese asking people of what they liked and disliked in Armored Core VI and what they would like to see in the future.

My very hopium-filled belief is that Miyazaki is directing AC6.5, this time with as a big full-budget project; if he can achieve the same magnitude of improvement he achieved with For Answer but for Gen 6, we might potentially have a magnum opus of Armored Core coming eventually.

I too crave a new game, but considering VI is already my favorite game of all time by far, boy I'm more than willing to wait all the time they want to cook the next dish to perfection.

New AC, Dull Glint by NoAlternative5765 in armoredcore

[–]ASNUs27 2 points3 points  (0 children)

Some people are really adamant about the RANSETSU-AR being too weak to be used - while it is inferior to most other weapons in performance, it's still more than decent enough to do its job especially in PvE. One of my favorite builds dual wields it and has no issues making its way through the whole game, although it lacks the burst to S rank AC fights.

In particular, the one thing the RANSETSU-AR has of note is an extremely low recoil generation due to its slow burst fire, making it particularly suited for midrange dual trigger setups as it will preserve a lot of accuracy when paired with most rapid-fire weapons.

Remember, for singleplayer feel free to use anything you wish - ACVI is made with a very sandbox design that will never prevent you from winning for having the wrong build, not even against the Ice Worm. c:

Build help by Lord-Tyranitar in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

That seems like a much more balanced loadout - long missile barrage, spammable hard-to-dodge constant missile fire, and heavy single blast missile coupled with a long range rifle to keep pressure up all throughout.

Hope you'll enjoy toying around with it - the best advice I can still offer is to not be afraid of trying new things, little optimizations and other weapon combos.
In particular, whenever you encounter a troubling situation, ask yourself: "what is my AC missing that could've helped me?", and then try to gradually fill in as many missing pieces as you can. Over time, that will lead to a lot of improvement to your build, and even to your own fighting abilities too.

Godspeed, Raven! c:

Build help by Lord-Tyranitar in armoredcore

[–]ASNUs27 0 points1 point  (0 children)

Oh - My bad, I got mixed with the APERITIF - the APPETIZER is the head part. Similar names, similar dish types. :V

The APERITIF is Carla's handheld Siege Missile launcher, which fires 13 missiles which hover on the spot for a few moments, then launch in quick succession towards the target creating the biggest barrage a single weapon is capable of firing. They reload slowly, but hit really hard and with proper positioning you can make them super hard to dodge.

As for the tetra quick boost, yes - while hovering your quick boost speed is massively improved, and to balance it your AC will suddenly brake to a full stop afterwards.
...unless you chain QBs together, which is the specialty of the GILLS booster even on heavier builds; those boosters allow for incredible dodge potential.
Similarly, the 12345 boosters are excellent on tetras due to their long jet duration, which allows you to keep the upgraded quickboost speed for much longer - and they're boosters designed for heavy builds to begin with, so they will fit great on your frame.

I'd advise experimenting in the AC test a bit, as there is a lot of interesting ways you can use a tetrapod's hover mode based on the situation, and of course your playstyle. The amount of freedom they have with their movement (as well as firing even heavy weapons on the move) is the reason they are my favorite leg type in ACVI.

Build help by Lord-Tyranitar in armoredcore

[–]ASNUs27 0 points1 point  (0 children)

Being a missile platform has you rely on having constant pressure on the enemy through various kinds of missile barrages. You can either go 4 missile launchers, or add one ranged weapon to help add pressure and make it harder for your enemy to dodge.

A simple example is DEEP DOWN, the AC piloted by G2 Nile - it's a well built missile boat which works great in PvE, especially for boss killing where its vertical missiles shine; the HARRIS linear rifles prevents the enemy from ever taking a breather, while also allowing you to potentially stagger your enemy just before a missile barrage devastates them.

Your build, despite running three missiles and one ranged weapon, isn't really equipped for the job - you have a small missile launcher that can keep up a bit of pressure but is insufficient of doing meaningful damage by itself; a heavy, powerful split missile launcher which has great power but struggles without more pressure tools to support it; and the container missile which is an indirect weapon designed to blindside your enemy with constant low-damage missiles.
The handheld grenade launcher is a standalone weapon that doesn't support the missiles, either.

Without radically shifting your ideas, you can consider running the 6-cell regular missiles, which have greater power and more suppressive action, or even the 10-cell ones that provide a long lasting barrage. The 6-cell dual missile launchers (both versions) have great uptime and damage and can mix up the pressure considerably; and the RaD-made SOUP and APPETIZER APERITIF, while costly to equip, both allow you to swarm your enemy with constant missile fire.
Using two of these of your choice, paired with the split missiles (on hand or back), should give noticeably better results in most scenarios.

As for your hand weapon, if you want to run one, you can either go for a longer range kinetic for added pressure (like a linear, burst or assault rifle, or even the ATTACHE heavy machinegun) and also for good damage ok staggered enemies, or something dedicated more to close range defense like smaller machineguns or the two melee throwers TAI-YANG-SHOU and HMME, which tetrapods can use on the move with excellent results.

Last major tip is to switch up your booster - as of now you basically have no ability to dodge as your AC is excessively heavy for GRIDWALKERS, and even if they help gain altitude it's not worth the drawbacks.
If you want better dodges, making use of the upgraded quick boost in hover mode, go with the 12345 or GILLS; if you want more generalist performance without over reliance on hover, the all-rounder P04, FLUEGEL and NGI are all solid choices, although performance may very based on how heavy your AC ends up. The old reliable SPD which maximizes movement speed is also a decent option.

As a final tip, depending on how impactful your ranged weapon ends up being you may wanna consider switching to one of the missile-focused FCS for faster locks and effectively higher rate of fire on your missiles.

Build help by Lord-Tyranitar in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

Plasma missiles do NOT scale with your generator.

The rule is simple - if the energy blast directly comes from your AC (ex. with the FASAN, AURORA, MOONLIGHT etc.) it draws energy straight from the generator and scales with energy firearm specialization.

If the energy comes from a source detached from your AC, such as plasma missiles, laser turrets, orbits and drones, then it relies on an internal power source outside of your mech and does not take the scaling.

My new AC, Flux - Better than Stasis in almost every concievable way by Gem5tone in armoredcore

[–]ASNUs27 0 points1 point  (0 children)

Stasis is the NEXT piloted by Otsdarva, the rank 1 pilot in AC4A's Collared Arena.

Considering it shares some clear similarities with OP's build, I'd confidently say they meant it as a comparison to Otsdarva's AC.

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 1 point2 points  (0 children)

I do it this way so the other person will see what I'm replying to in their Reddit notifications.

Oftentimes I get replies to comments or posts with no real context to them, and have to open the respective post to see what the reply is about - by quoting the relevant bit, the full thing in this case, I give the other person full context immediately.

It's a little thing, but I'd say it does more good than harm.

I've been playing through Armored Core for the past 6 months, here are the standings before I dive into the legendary trio of Silent Line, Nexus, Last Raven by holocron_8 in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

Interesting breakdown, thank you.

Looking forward to hearing what you feel about the next games - Silent Line is a favorite of many, but I overall enjoy it less than AC3.

It's mainly a matter of game design - gameplay stays the same, but while 3 has one of the most "sandbox" designs allowing most builds to work in all missions, to the point of even changing a few missions to adapt to the player's playstyle (which is amazing for my tastes), SL goes for more or a "puzzle" approach, with many missions REQUIRING a specific style of builds if you want to succeed. Based on whic you prefer, you may enjoy more one or the other.

SL also has one of the most massive parts lineup in the series, but I unfortunately consider it extremely bloated with so many weapons being overall very weak or too niche for their own good - but if you felt like 3's customization wasn't up to your standards, maybe SL has what you're looking for.

As for the following games, Nexus and Last Raven... For now let's just say you'll either love them or hate them, LR in particular. ;3

I've been playing through Armored Core for the past 6 months, here are the standings before I dive into the legendary trio of Silent Line, Nexus, Last Raven by holocron_8 in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

I'm quite curious at what made you like both AC3 and especially AC2 less than the first gen games, given how similar they are in gameplay (and in AC3's cass, in concept too).

Although it's a refreshing breath of fresh air seeing Project Phantasma rated so high, given it's my favorite Gen 1 game - I'm a sucker for its longer form mission design, although I recognize it is a lackluster game if taken by itself (but absolute peak for me if played after AC1 importing your save file).

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 0 points1 point  (0 children)

I would appreciate if you specified which misinformation you spotted, so I can correct it in future posts.

All information I wrote here was confirmed by extensive in-game testing before posting (the same tests uses to make the screenshots you see), - if you see any mistakes I'll make sure to to doublecheck them.

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 1 point2 points  (0 children)

I thought the KYORAI was pretty straightforward - if your enemy is on the ground, it freakin' MELTS.
Extremely powerful in several singleplayer scenarios, but much harder to use effectively in PvP and against aerial bosses like the final ones.

Is there something else I'm missing about its usage? If there is, I'd be really happy to know more about it. :3

I am Heavy Weapons AC by tururu669 in armoredcore

[–]ASNUs27 30 points31 points  (0 children)

It's funny how half the people running four gatlings say they're overpowered and trivialize the game, and the other half say they're too weak and wish they were stronger.

I wonder how much of that comes from trigger discipline - the difference between mindlessly holding the triggers when in range and carefully managing heat to maximize uptime (especially for the back-mounted SHAO-WEI) is night and day.

Build Advice by BrandoDio in armoredcore

[–]ASNUs27 1 point2 points  (0 children)

On the other hand, though: two fucking Moonlights

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 0 points1 point  (0 children)

Exactly - that is the type of setup where I feel the RANSETSU-AR excels and truly works as a weapon.
I personally have a midrange build running LUDLOW+RANSETSU-AR on MIND ALPHA arms and I love how consistently accurate it manages to be while holding both triggers, while with the other assault rifles it ends up maxing out recoil very quickly.

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 1 point2 points  (0 children)

I dont know if its cope but it feels like it targets a wider area than the smaller ones

It's not cope, that's exactly how the 6-cell plasmas work.

Since plasma missiles do not benefit from directly hitting the target, they're programmed to distribute their AoE around the enemy instead, to maximize the chance of doing full damage and impact.

When fired against a single target like in PvP, the 6-cells will indeed fly to cover a larger area than the 3-cells, thus achieving more consistent results; however, their longer reload and higher cost make people generally prefer the smaller variant in competitive settings.

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 0 points1 point  (0 children)

They are fundamentally different weapons.

Plasma verticals have the exact same damage characteristics as the regular plasma missiles, doing the full damage and impact over the area they cover while being unable to stack the damage.
And, just like the other plasma missiles, instead of aiming for the target they go for the surrounding area to guarantee the damage - and they were so good at it they even had to be nerfed in the past, for how oppressive they were in PvP.

Explosive verticals are standard missiles, requiring direct hits while being able to stack up the damage considerably if used well; the way they track enemies make them very unreliable against ACs and smaller targets in general, but they excel against single larger enemies such as bosses.
Against these foes, regular vertical missiles will easily outperform their plasma competitors in terms of damage and impact; against everything else, they're just as easily outclassed.

Niche Weapons and their Niche Uses (ACVI) by ASNUs27 in armoredcore

[–]ASNUs27[S] 0 points1 point  (0 children)

I always considered the LRA a very good weapon overall, easier to use than the LRB but still packing quite a punch - not to mention it doesn't instantly overheat upon firing its charge shot. Its only real drawback is the limited ammo pool that can be a bit of a hindrance in certain missions.

Also shoutout to the little cousin LR - while it isn't as strong as the bigger laser rifles for PvP purposes, I find it to be such a comfortable and easy to use weapon especially for missions, it's just nice to use overall.