I like your honest build, trying to use what you like and avoid the meta, quite the hard task to pull off, I tried to make a Nine Ball build work with karasawa and laser dagger (due to the arm's weight limit) played like you, tried to use the karasawa's one hit stagger to punish, but it heavily relies in the opponent being slower than you and the netcode not being garbage, if you're running the karasawa you are already a mid to heavy AC, light weight will know they should keep a safe distance and rush in when you miss the shot, they will try to bait your shots too, to leave you open for free damage. On my Nine Ball build I swapped the KRSV for the HARRIS and the laser dagger for the pulse blade, so I swapped the combo around, using the melee tech to close the distance and hit with the blade, the immediately let loose the Harris charged shot for stagger, followed by the punish with 1 earshot from the build layout, it made my build much more effective and my life much easier, ditching the KRSV also made my build lighter, so I could catch rats and kites more easily. A tip from a former S-Rank player, abuse the cover, use the environment a lot more, specially on "not so mobile" builds that rely on charged attacks or just heavy builds, parrying missiles is good, but using cover doesn't overheat your shield, and you can catch a breath while on cover, you might want to consider using quads for your build, it would make you much more agile since you won't stop for charged shots and the moonlight combo. Last bit of advice, train with other builds, learn their playstyles, strengths and weaknesses, their patterns and way of thinking, and then hop back on your main build, it will free your creativity, both for builds and strategy, you might even get new ideas on how to optimize your main build to tackle most occasions
Firearm spec is how fast your arms return to lock-on. If you have low spec, then your arms dont pivot to adjust for the target. Your weapons will fire straight and true, in the direction your mech is facing. Your FCS will then be responsible for angling your mech just right, towards the desired target, as you get into position and range.
Shot tracking has less to do with Firearm Specialization and more to do with your FCS's optimum range and your arms' ability to handle recoil. There's a video out there explaining how Firearm Spec. isn't actually all that important, but a combination of high recoil control and staying within your FCS' optimal range is what's key. Here's another tip: Your graphics settings determine your framerate, which determines your reticule re-centering speed, which determines accuracy. Set your FPS to 120 and turn *all* of your graphics settings - including resolution - as low as you can set them without turning the game into a total potato. This will up your accuracy, both for dodging and for shooting. EDIT: Lamm arms have some of the best recoil control and best melee specialization in the game. Their firearm spec is low, but it doesn't need to be high with how the game mechanics operate.
Isn't it wild how much this game can challenge your mind? On so many levels.
I like your honest build, trying to use what you like and avoid the meta, quite the hard task to pull off, I tried to make a Nine Ball build work with karasawa and laser dagger (due to the arm's weight limit) played like you, tried to use the karasawa's one hit stagger to punish, but it heavily relies in the opponent being slower than you and the netcode not being garbage, if you're running the karasawa you are already a mid to heavy AC, light weight will know they should keep a safe distance and rush in when you miss the shot, they will try to bait your shots too, to leave you open for free damage. On my Nine Ball build I swapped the KRSV for the HARRIS and the laser dagger for the pulse blade, so I swapped the combo around, using the melee tech to close the distance and hit with the blade, the immediately let loose the Harris charged shot for stagger, followed by the punish with 1 earshot from the build layout, it made my build much more effective and my life much easier, ditching the KRSV also made my build lighter, so I could catch rats and kites more easily.
A tip from a former S-Rank player, abuse the cover, use the environment a lot more, specially on "not so mobile" builds that rely on charged attacks or just heavy builds, parrying missiles is good, but using cover doesn't overheat your shield, and you can catch a breath while on cover, you might want to consider using quads for your build, it would make you much more agile since you won't stop for charged shots and the moonlight combo. Last bit of advice, train with other builds, learn their playstyles, strengths and weaknesses, their patterns and way of thinking, and then hop back on your main build, it will free your creativity, both for builds and strategy, you might even get new ideas on how to optimize your main build to tackle most occasions
Firearm spec is how fast your arms return to lock-on. If you have low spec, then your arms dont pivot to adjust for the target. Your weapons will fire straight and true, in the direction your mech is facing. Your FCS will then be responsible for angling your mech just right, towards the desired target, as you get into position and range.
Shot tracking has less to do with Firearm Specialization and more to do with your FCS's optimum range and your arms' ability to handle recoil. There's a video out there explaining how Firearm Spec. isn't actually all that important, but a combination of high recoil control and staying within your FCS' optimal range is what's key.
Here's another tip: Your graphics settings determine your framerate, which determines your reticule re-centering speed, which determines accuracy. Set your FPS to 120 and turn *all* of your graphics settings - including resolution - as low as you can set them without turning the game into a total potato. This will up your accuracy, both for dodging and for shooting.
EDIT: Lamm arms have some of the best recoil control and best melee specialization in the game. Their firearm spec is low, but it doesn't need to be high with how the game mechanics operate.
:3