A head cannon for the Hit Combo needing varied attacks: You are also meant to entertain an audience. If you just do the same thing over and over, it gets dull and boring. So in a way the Break and Hit combo meters are like the Audience rewarding you with each tear as you go on. The game wants you to break your opponents for parts (As standardized by GB 1) but it is also a spectacle. A good breaker knows how to keep the levels of both their Hit and Break high: making them highly entertaining contenders in a match. Great for Streaming - Tournaments - and Live Sports! As well as story-wise helps improve the AI to learn how to adapt to the rapid skill needed to keep going on those strings. (I swear when enemies learned how to instantly break out of combos, block, and backpedal like cowards while trying to build meter: it was infuriating! and a sign the AI is learning. If it Can't beat you - it will frustrate you and ruin your combos)
Uhh no. I love AC and GB 4 but the only things they have in common are: (1) they are both mech games (2) both have great customization options. GB has the better customization, AC has better gameplay. I agree that there should be an explanation for each stat though.
@@TheAnimatedGameryou’re right. However, i would argue that after playing both games, AC6 is much smoother and the lock-on doesn’t feel as janky. Even the dash and jumping option selects from AC6 are not as clunky as GB4, they are smooth. I don’t have to let go of the stick to jump and boost. On the other hand, I have to let of of whichever direction I am holding for the stick, otherwise I am stuck holding the boost. It’s annoying and inconsistent. Perhaps it’s a skill issue on my part, but it’s also annoying how melee combos can fail after launching certain MS enemies, especially when they recover instantly. Even when vulnerable. Perhaps I am misunderstanding something about that mechanic.
@@bluuangel004 yeah I'm an AC vet, I'm like half serious. When I say they copied I mean in the way a child might mimic their Dad or something without understanding context or nuance.
@@NemesisUmbral no there are absolutely instances where it feels like locking on and changing targets is random rather than input based or where you finish a single action or animation and it takes a hot and noticeable minute to do the next thing. But the melee is fun and the skills are fun and the game over all is fun. Not AC by any stretch but you can tell they took cues from it.
One thing I HATE is that the bots, at many points, just run. They don't do it tactfully. They don't even attack. They just run away to drain your Breaks.
Same. I have a fix for it tho. In the op slots there’s an ability you can get from Barbatos Lupus Rex’s builder’s parts. It’s the tail sword. It literally locks on and grapples onto the enemy from super far away, and allows me to keep them right in front of my face for my combos as long as possible. And any part that has an ability like that is super useful. I have the same issue you do, so I did something about it.
Cool video, thank you for this. Can you do a vid some day about the best OP & EX Skills you discovered so far? it could be about your opinion & personal picks of a few that you like & think are very effective & useful
Can the 3 item drop rate+ abilities stack to over 100%? Is it worth using them? I have two capsules giving me 80% together and not sure if I need droprate ability on my main gear alongside
Guys why does my pre order bonus code (the first pre order type I forgot the name)not working on my switch, it keeps saying that it isn't available yet?
I think your explanation of the Break requirement in missions is a little off. Missions don't care about the Break bonus level. They only care about highest raw break combo count achieved, so you don't need to push to some invisible threshold for a 6th bonus level. You just need to take out that many health bars without your combo running out. (Enemies with multiple health bars are worth multiple breaks for the people reading this who don't yet know.) My advice for the solo players is to pay attention to adds. Adds are worth combo too and doing things like rushing them at the beginning of a wave to get a good start, or leaving one weak to bridge a time gap between bars on a tougher enemy can be really good strats.
so far the stats ive focused on w my arms is hit and break combo hit hp hp the rest if up to taste like hp on break break defense etc item drop % so far weapon gauge gauge use and recharge feels better then dmg on weps anything w thrust gauge gauge use or dodge invuln window is mandatory for me
A head cannon for the Hit Combo needing varied attacks: You are also meant to entertain an audience. If you just do the same thing over and over, it gets dull and boring. So in a way the Break and Hit combo meters are like the Audience rewarding you with each tear as you go on. The game wants you to break your opponents for parts (As standardized by GB 1) but it is also a spectacle. A good breaker knows how to keep the levels of both their Hit and Break high: making them highly entertaining contenders in a match. Great for Streaming - Tournaments - and Live Sports! As well as story-wise helps improve the AI to learn how to adapt to the rapid skill needed to keep going on those strings. (I swear when enemies learned how to instantly break out of combos, block, and backpedal like cowards while trying to build meter: it was infuriating! and a sign the AI is learning. If it Can't beat you - it will frustrate you and ruin your combos)
When the ai started backpedaling, I would just start firing my ranged weapons while closing in to stun them. Works like a charm.
GB4 copying nearly everything from Armored Core except for the ability to hit a menu button and see WTF a stat does. Thanks for making these +
Uhh no. I love AC and GB 4 but the only things they have in common are: (1) they are both mech games (2) both have great customization options. GB has the better customization, AC has better gameplay.
I agree that there should be an explanation for each stat though.
@bluuangel004 it depends on the person for better gameplay, though. I'm not getting fun melee combat in armored core
@@TheAnimatedGameryou’re right. However, i would argue that after playing both games, AC6 is much smoother and the lock-on doesn’t feel as janky. Even the dash and jumping option selects from AC6 are not as clunky as GB4, they are smooth. I don’t have to let go of the stick to jump and boost. On the other hand, I have to let of of whichever direction I am holding for the stick, otherwise I am stuck holding the boost. It’s annoying and inconsistent.
Perhaps it’s a skill issue on my part, but it’s also annoying how melee combos can fail after launching certain MS enemies, especially when they recover instantly. Even when vulnerable. Perhaps I am misunderstanding something about that mechanic.
@@bluuangel004 yeah I'm an AC vet, I'm like half serious. When I say they copied I mean in the way a child might mimic their Dad or something without understanding context or nuance.
@@NemesisUmbral no there are absolutely instances where it feels like locking on and changing targets is random rather than input based or where you finish a single action or animation and it takes a hot and noticeable minute to do the next thing.
But the melee is fun and the skills are fun and the game over all is fun. Not AC by any stretch but you can tell they took cues from it.
The hit gage is basically like a Devil may cry style Meter 😂
One thing I HATE is that the bots, at many points, just run. They don't do it tactfully. They don't even attack. They just run away to drain your Breaks.
Same. I have a fix for it tho. In the op slots there’s an ability you can get from Barbatos Lupus Rex’s builder’s parts. It’s the tail sword. It literally locks on and grapples onto the enemy from super far away, and allows me to keep them right in front of my face for my combos as long as possible. And any part that has an ability like that is super useful. I have the same issue you do, so I did something about it.
Cool video, thank you for this. Can you do a vid some day about the best OP & EX Skills you discovered so far? it could be about your opinion & personal picks of a few that you like & think are very effective & useful
Yes, this would be get, nI can find any other channels talking about OP & EX Skills
Can the 3 item drop rate+ abilities stack to over 100%?
Is it worth using them? I have two capsules giving me 80% together and not sure if I need droprate ability on my main gear alongside
Guys why does my pre order bonus code (the first pre order type I forgot the name)not working on my switch, it keeps saying that it isn't available yet?
I think your explanation of the Break requirement in missions is a little off. Missions don't care about the Break bonus level. They only care about highest raw break combo count achieved, so you don't need to push to some invisible threshold for a 6th bonus level. You just need to take out that many health bars without your combo running out. (Enemies with multiple health bars are worth multiple breaks for the people reading this who don't yet know.) My advice for the solo players is to pay attention to adds. Adds are worth combo too and doing things like rushing them at the beginning of a wave to get a good start, or leaving one weak to bridge a time gap between bars on a tougher enemy can be really good strats.
so far the stats ive focused on w my arms is hit and break combo hit hp hp the rest if up to taste like hp on break break defense etc item drop %
so far weapon gauge gauge use and recharge feels better then dmg on weps
anything w thrust gauge gauge use or dodge invuln window is mandatory for me