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Some Mechanics of the Whip, Chainsaw, and Laser Slicer - Armored Core 6
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- čas přidán 10. 09. 2023
- Here's some of the mechanics I found out about the Whip, Chainsaw, and Laser Slicer. I found out about the Whip and Chainsaw on a twitter post originally, and decided to delve deeper into them. Doesn't make the Plasma Whip's charge attack much better tho...
I hate making thumbnails. This video sat on the shelf for a few days cause I couldn't make a good one, so I settled on using Rusty and 621. Also, building the Laser Slicer was miserable.
Thanks to both of these people for being the ones to shoot me.
/ susono9
/ hustler_one_9
Thanks to @snesnerd3988 for helping me better the textures on the models in the thumbnail, and for getting the emblem working on V. IV "Man who calls you Buddy" Rusty.
And thanks for the people who gave me feedback on the video.
My twitter: / lia_is_shy
Join the Armored Core 2.0 Discord! / discord
Song used:
Armored Core Nexus Original Soundtrack Disc 1 I Evolution #18 Autobahn - by Keiichiro Segawa, Kota Hoshino, Tsukasa Saitoh, Yukinori Takada
#armoredcore #armoredcore6 #armoredcorevi #yagottahitemwithabigstick
This is probably why we dont have right back shield
Imagine how cool it would be to have two plasma whips spinning tho!
@@Lia_Lia381that would be some Nobel Gundam nonsense.
@Lia_Lia381 not being able to go melee in each hand is a little bit of a bummer tbh.
I find that the Plasma Thrower's charge attack is more of a scare tactic than anything.
All of this is worth knowing, in any event. Thanks for posting this up, Lia.
Kind of like AC: Shinobi's tactics. The whip is used, like a whip. However, the charge attack not only throws out the whip somewhat further (thereby catching his opponent off guard), but also throws out plasma fields to distract and discourage the target moving back into an attacking angle.
Pay the Sanzu toll, savage cur.
Haha, Gatling Chicken go: brrrrrrr.
You know you're in the right place and getting the deepest of the discord tech frame data strats from a game when everything is portrayed with subtitles. A voice is just not a substile way of conveying information, too many variables. I can almost smell the mold and spiderwebs from which this video was manifested from. It's very informative though.
Ah, that explains why Rusty can power through your attacks, the laser slicer he wields has a damage mitigation gimmick
I was so worried why isnt my chainsaw doesn't following up the opponent. Thanks for the quickboost tip. that really helps me.
The whip charge attack feels so bad compared to every other melee option. But the mitigation, fast charge, and 2 hit combo give it its own niche which is good enough i suppose
Yeah. The normal and mitigation it gives is great. The normal is even great on the quad/tank legs since you won't be stopped while using them. But... that charge attack... fs pls buff it. It sucks lol.
@@Lia_Lia381 it's pretty much non-functional.
A punch is more effective than the charge attack.
@Lia_Lia381 The ONE benefit of the charge attack is that it deflects projectiles. That's it. The attack itself is abysmal though. The standard attacks with the whip on Quad Legs are probably my favorite melee in the game.
Considering it's a plasma based weapon, I figure it's supposed to be used in conjunction with other plasma based weapons or weapons that build status.
Been using it as a counter to every other melee weapon cus it staggers so well and comes out so fast. When they come zipping in, it just stops'em right in their tracks, pretty fair way to punish zimmy's too. Weapon's actually insane defensively.
I honest to god never thought about holding down the button with some melees. This is actually really helpful!
the most important thing about the laser slicer is that you can use its first attack during stun combos and still continue them
What do you mean by stun combos?
@@Krystalmyth i mean combos you can do after staggering your opponent that keep them in hit stun
Can combo extend w the whip too
@@FLY1NF1SH yes but laser slicer has the highest first hit damage
Now I can justify the laser slicer, thank you!!
this isn't the reason to use it though
The laser slicer is already justified. Its direct hit charge attack is only behind the pilebunker/chainsaw (by about 10%), but it's a lot easier to land, and the normal attack doesn't suck.
The slicer is already great. It's one of the stronger energy melees with its charge, it builds an IMMENSE amount of stagger, and it's the signature melee of V.IV Rusty. It's also gotten me several clutch S ranks on many of the more difficult missions post NG++.
If you're going for direct hits, you should almost always try for the full combo. It does significantly more than even the Pilebunker. The chainsaw, I believe, equals out, depending on melee specialization.
Laser Slicer also continues combos, which means you can easily follow up into more things to stagger an opponent, like a charged Linear Rifle shot, or a stake launcher.@@66maybe66
Let me clarify, I meant for PVP, it can sometimes be hard to follow through because people have incredibly high ACS Recovery or it traps you in their assault armour explosion, I honestly forgot you can boost out of it, let you cheese the damage mitigation.
Realistically, might run chainsaw for the very same purpose.
This reminds me of Charge Blade users from Monster Hunter utilizing guard points during their attack animations. Very cool discovery.
whip being useable in movement by quads/treads is it's biggest appeal i think. honestly might be downright OP.
It feels like the laser Slicer should have a higher mitigation compared to the others given how short of a window it can be active at a time.
The scary part is it can remain active *on rapid approach*
The other two stop the second you release L2 but your gonna get Gelgoog'd to death by the slicer if they reach you
@@Nostroman_Praetoris the slicer charge distance affected by booster? kikaku charge focused build could be cool, harass with drones or other long range options to bait an approach you stuff with the slicer
@@foolinaround777 Depends on the engine/thrusters. I remember certain versions of those parts make the melee charge better but I'm not smart enough to know which ones do.
@@foolinaround777 Could use a pair of Huxley Orbits for supporting fire.
@@Nostroman_Praetor so, boosters have "melee charge distance" and "melee charge en consumption" that affect how far you go and how much energy it uses, but some canned animations arent affected, like moonlight or the pilebunker charge attack
Didn't know the Saw blocked shots too. Good to know.
S-tier thumbnail
Nice, I now have *3* sheilds for pvp.
Finaly, mech door build
I think you helped me understand whats off with chainsaw for me then the other weapons. I just learned melee canceling for range and realized the chainsaw charge gets iffy if you thrust then let go in one moment, instead of prepping for it and jsut letting the lunge do its thing
Really informative video, thanks for the tips, Lia ! It was a pleasure shooting at you ! 😁👍
Ah… finally… I can live out my dreams as mecha belmont
Song choice was perfect
This is the content I want to see. Enough bitching about the Zimmerman's let's get onto some more interesting tech. Can't wait for the AB quick turn video.
Great video!
Love the whip visually and it’s normal attacks are pretty good but I found it near impossible to hit anything with the charger attack
The hitbox for the ball itself is about 5m. (The spacing required to have it hit is 95m-100m). The plasma grenades it drops also sucks. Honestly, it's never really worth it to use the charge attack. A bigger hit box would be a great buff for it imo
I appreciate the Snail hate
@1:38
Is there a stat that affects chainsaw/whip downtime during a quick boost, like QB jet duration or cooldown? Might be worth looking into that to maximize blocking uptime.
It's still very nice that the blocking also affects some impact build-up though, not just AP damage, but a follow-up video on dash cancelling with them would be nice to have since I've heard dash cancelling can get weird while charging the likes of the chainsaw.
so i deflected some missiles yesterday with the slicer and now i know i wasn't tripping. thanks for the video.
also it seems like being knocked back or acs strain doesn't cancel a charge? i was charging my chainsaw against a tetrapor ac yesterday, got knocked back, and because i forgot to release m1 i found that im still charging the chainsaw. when i release m1 after being knocked back, i immediately enter that lunging animation at the end of the charge, which puts me in a bad spot because i can't dodge, jump, or fire during this
The whip will also halt your decent when used in midair
Oh nice! Thanks for making this vid, good to know all of these things.
What exactly are the scenarios that cause blocking with these weapons to accumulate more impact than normal? Is it from sustained hits from fast/full auto weapons?
All shields do this too. Every weapon has a initial stagger and accumulated stagger values.
You see in the non shield examples that the stagger bar grows then strinks down a bit to its accumulated value.Thats why charged harris shot is good for finishing off opponents stagger cause it has a huge initial stagger values but 30% accumulated.
Shields reduce initial stagger by a percentage but the end result is converted into accumulated. This is why blocking with these weapons or keeping shields on without IG values are very risky cause you have poorer stagger resist on these and will probably give the weapons you block better stagger buildup on you.
I think explosives(mainly missles) and shottys are still better here, just depends in how big a gap the initial stagger and accumulated are. The bigger the gap the worse an idea it is to block for passive resistance. Assuming the weapons are blocking 40%.
I am curious if these weapons block stun guns electric buildup
Thanks
Amazing guide! Subbed
Hold stance- OB(cancel hold)kick- double yoyo- range weapon shoot- Hold stance.
They really planned Rusty to be the Rival Ace Pilot huh?
Totally unnecessary, but definitely appreciated "get fucked snail" was the highlight of this video.
Quick turn while assault boosting makes me feel like char aznable.
Also Idk why but while I play using mouse and keyboard with highest camera movement setting when not hardlocked, I'm turning as fast as quick turning. Sometimes it does the fwip effect too.
when melees
pretends to be shields XD
and succeeds at it lol
Not sure if it's specific to me, but I feel like you could have stretched the video by a minute to allow the viewer to process the video a little bit more
Was looking a good laser sword for my AC and I love the double-bladed sword. Any tips on how to get it?
You have to beat the ice worm mission again on new game+ and it'll be in the shop.
@@Lia_Lia381 Nice thanks a bunch. Does that mean replaying the mission?
@Knight.Of.Christ not through the replay option, but a fresh playthrough after you beat the game the first time.
Don't start a new save. Just finish the last mission, get through the credits, and you'll start a new playthrough over thats starts right after the first mission (illegal entry or something).
@@Lia_Lia381 Ooo got it. Thank you ans may Jesus bless you.
do the moonlight and redshift have this too? feels like they do but idk tho
I thought the whip was thrash. Glad i was wrong
The regular attack is actually super hard to dodge at medium-close range and does good dmg and impact. Just the recovery is trash on it so i recommend using it to fill ACS completely when they are already close to staggering. Its really good at catching fast builds
uh, i always felt like its impossible to hit fast builds with it but its probably a skill issue from me
@@cherryrook8684
@@cherryrook8684Whip on Bipeds and RJ are more of a Defensive tool really
While for Tanks you use it offensively since you move really fast when using its Tap
For Quads, you can be both
Like my Pulse Scutum + Plasma Thrower build who is just
Hover and Hold Pulse Scutum while firing Ransetsu Rf/Harris on my Right hand
And either Plasma Thrower if they are too aggresive or Trueno Missile if they are too passive
The thumbnail😂
I gotta try this with the new update
Of course there’s a chainsaw
OPHELIA WHY DID YOU LEAVE
excited to learn all this tech, anything to fight the zimmermans
D:
or they just get banned lul.
Try out PS 061 i think it is. Really good shield. The cost of activation is low, so very beginner friendly shield to start learning them
@@RauschenPaulistay 350+ m from them and launch your 10 cell missiles one after the other. Make sure you use fcs with the quickest missile lock. Heck, bring handheld missiles too.
Or just use coral shield! With coral shield, coral generator and pulse armor, it’s nigh-impossible for anything to stagger you
Im on ng + and havent got dual blade yet
PILE BUNKER>>>>>>>>
I did a test because to see how bad the charge attack of the whip (HMMR) is (on the trainer AC)
AC-3000 WRECKER: 154 with just the plasma bombs (110 meter), 694 with the ball and a bonus 308 since more bombs hit (100m)
AA-J-123 BASHO: 704 with just the bombs (110m), 1585 and a bonus of... 704? (100m)
A charged pilebunker does around 5444 with the BASHO
Maybe I should have posted this on a dedicated video... Oh well
Use whip with 4 legs
Seeing this makes me go "Yeah, that's why we don't have right sided melee or shields. We would REALLY act up, that means they must have play tested it at some point and realized nobody would use guns. Since the melee is already good at "half power" at full power it's just be people running 2 shields and two melee weapons.
They must have learned from dual blade wielders from 4th gen lol.
Atleast the PS and XBOX servers aren't that bad
PC emulation have warper techniques that just instantly teleports you around on the opponent's screen because of how bad the netcode is for PC.