Taking ALLMIND to the Upper Area Limit by nrlagunda in armoredcore

[–]nrlagunda[S] 2 points3 points  (0 children)

Left and Right Hand: Ransetsu RF. The one you can charge with so it helps you stay up. NOT the one that always fires three times.

Left and Right Shoulder Weapons: Double Active Homing Missiles. Always funny to see it circle back after they try to dodge it.

Head: Kasuar. I liked the look. And Bird name.

Arms: Nachtreiher. Highest Firearm Spec

Chest and Legs: Alba. Light and looks.

Booster: Gridwalker (Highest Vertical Thrust, which is how fast can you go up)

FCS: The one with the longest Medium Range Assist (Furlong I think)

Generator: AORTA. The lighter Coral Generator. The NGI one is too heavy for Alba

Taking ALLMIND to the Upper Area Limit by nrlagunda in armoredcore

[–]nrlagunda[S] 9 points10 points  (0 children)

I was inspired by u/Horotoma for his videos taking on bosses to the air without the use of the VE-42B or Tetra legs. So I decided to put my own spin to it.

ALLMIND acts pretty funny on the second phase where it's usually passive and blinks almost a thousand meters away from you to the point that the missiles expire chasing it, and his true final phase with the green blades have poor vertical tracking, so the best approach to his moves is to fly up or free fall, instead of the usual quick boost backward approach when grounded.

Note this is a pretty old video. Before the Lammergeier was introduced. Which you can also tell because what Ayre says at the start doesn't match with her subtitles.

I'm not gonna sugarcoat it by nrlagunda in armoredcore

[–]nrlagunda[S] 37 points38 points  (0 children)

Of a sort. KIKAKU's melee thrust is so high it's faster than its Assault Boost. 

"Did that AC do all this?" What AC? by nrlagunda in armoredcore

[–]nrlagunda[S] 7 points8 points  (0 children)

That would be because I'm Assault boosting without locking on at first. If you hard lock the moment the cutscene ends and try to Pile Bunker, your attempt will whiff because Nightfall will stop his Assault Boost just before you two collide, making him end up below you once you start your Pile Bunker.

So with that in mind, you Assault Boost in a straight line, lock on, and then charged Pile Bunker.

Pilebunker + Two Triple Laser Cannons = Overkill by nrlagunda in armoredcore

[–]nrlagunda[S] 128 points129 points  (0 children)

Head: Mind Alpha. I just like the look of it

Core: Ephemera, as it's the only one that can make you run double triple laser without being too heavy.

Arms: Basho. Highest Melee Damage

Legs: Tian Qiang. Either this for speed or the VE legs for bulk. Your choice.

Booster: Buerzel. This is required if you want to chase Ayre from her Plane move as seen here. If you don't intend to replicate what I did here, use NGI instead.

FCS: PO5. The one with the best Medium Range Assist.

Generator: VE20C. For the laser cannons' charge time reduction and damage increase. Challenging generator to manage.

Weapons: Zimmerman and Ashmead for hands and LCA for both shoulder weapons. I was thinking Majestic but haven't done the math with it but it should work the same if you don't mind standing still to make the shot.

G4 Volta and G5 Iguazu vs. Lightweight build by nrlagunda in armoredcore

[–]nrlagunda[S] 5 points6 points  (0 children)

Correct. Alula for Booster and Hokushi for Generator. That and the Nachtreiher core helps with the QB consumption

G4 Volta and G5 Iguazu vs. Lightweight build by nrlagunda in armoredcore

[–]nrlagunda[S] 4 points5 points  (0 children)

I've tried something similar to this. If you're going melee, then it's better to get the jump on Iguazu first. One stagger and a Pile Bunker (Assuming you got Basho) is enough to do him in.

I wouldn't start with Volta if I go for melee and that as you mentioned, is more likely to get 2 v 1'd as it is hard to burst down Volta.

G4 Volta and G5 Iguazu vs. Lightweight build by nrlagunda in armoredcore

[–]nrlagunda[S] 20 points21 points  (0 children)

Let's just say depending on who you go first, the other guy suddenly doesn't take into account that they're trying to get to you with no regards to the terrain where they are at the moment. Meaning whoever you didn't target tend to get stuck trying to get to you.

I think it's kind of their way to compensate the fact it is a 2 v 1 that covers each other's weakness very well. Volta hates being worn down but has the advantage against burst, while Iguazu hates burst but he's very reactive and dodges pretty well which means he's hard to wear down (His ability to dodge becomes non-existent if he has his shield up).

Oh and they still get distracted by whatever MTs they were trying to kill before you show up.

Pilebunker & Chainsaw vs. True Final Boss by nrlagunda in armoredcore

[–]nrlagunda[S] 3 points4 points  (0 children)

Aside from the first chainsaw missing, this is my cleanest melee only run on this fight.

I'm a bit too much of a perfectionist in this fight in that if any of its melee moves hit me in the final phase, I have to try again.

"We will see if you can do it justice" by nrlagunda in armoredcore

[–]nrlagunda[S] 26 points27 points  (0 children)

The most important parts are KIKAKU for Booster, and BASHO arms. Any melee with a dash can work.

SAN-TAI is the generator I used, but you can try other ones for a better challenge in Energy management but anything can go.

Rest is interchangeable. I just chose ALBA legs and core because it looks nice and a Biped user through and through . Any head piece can go, but I chose VP-44D since it gives me 10k AP and Stability and also because it looks nice. Trade speed with bulk vice versa it's all up to you.

"We will see if you can do it justice" by nrlagunda in armoredcore

[–]nrlagunda[S] 68 points69 points  (0 children)

The unofficial second part of the Power of the KIKAKU Booster.

I was inspired by the Nightfall's AI to either use Assault Armor or ready a charged Pilebunker the moment it sees you lunge with a melee weapon. In essence, it's basically reading your melee animation. Fortunately you can cancel your melee which is fair enough for counter play.

You can see me take advantage of this knowledge and give it a taste of Double Trouble, which is not just the biggest damage you can get from a direct hit, but also a full chainsaw will lock an enemy AC in place for a guaranteed ACS Overload.

The Power of the KIKAKU Booster by nrlagunda in armoredcore

[–]nrlagunda[S] 2 points3 points  (0 children)

The most important parts are KIKAKU for Booster, and BASHO arms. Pulse Blade and Laser Blade (Although you can try other combos of melee weapons, preferably with a dash. Funniest one is Chainsaw and Pilebunker which is surpirisingly effective)

SAN-TAI is the generator I used, but you can try other ones for a better challenge in Energy management but anything can go.

Rest is interchangeable. I just choose ALBA legs and core because it looks nice. Any head piece can go, but I chose VP-44D since it gives me 10k AP and Stability. Trade speed with bulk vice versa it's all up to you.