How to Choose Your Head Piece (Detailed Breakdown) - Armored Core 6
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- Опубликовано: 20 авг 2024
- IMO one of the final pieces to select for your AC to complete a build. More AC6 breakdown and builds coming soon!
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PLEASE READ: Will be posting an updated video in the future (system recovery, scan, and fixing Verrill's weight)
SOLVED: System Recovery's description is very misleading.
#1 acts as your "status" bar (i.e. electrify/burn which you don't see until a status is applied).
#2 It doesn't reduce the scan CD (scan CD is a hidden stat - typical FromSoft.)
A follow up video will be made for the head piece in the future where scan/system recovery will be taken into account as well for more niche use cases.
Since the head piece's biggest focus is the additional defensive stats you can obtain, it often is a slot that I make the final selection last to "complete" a build! Hope this video helps, and I will be pushing out more AC6 content in the near future!
people had been using flamethrowers and the needle, sounds like a useful stat to have
I don't think System Recovery is related to the stagger stats. From what I understand its related to electricity effect (yellow bar) and acs anomaly (red bar) on how much damage they make. You will only see this when the enemy uses particular type of weapons (yellow for the electricity) and (red for mostly fire like flamethrower, etc). You can try this on particular arena matches with enemy that use those weapon types.
Damn you got me
Excellent analysis! I think I would score stability even higher than 1.2 right now. The current state of PvP is heavily focused on generating staggers quickly and then landing huge punishes (with melee, dual stun needles, etc). The only practical effect this probably has on the list is making VP-44D a viable head alongside the others you already pointed out with your analysis.
System Recovery is related to buildup of status effects. 50 vs 116 system recovery is like being able to stand in the flamethrower for 1.1s before it procs vs about 3s.
You forgot one very important satistic: The HC-2000 Shade Eye has an animated visor that comes out when Assault Boosting or using Target Assist, giving it unparalleled Fashion score.
Fashion score is the most important 😤
@@TheCoorogotta get gud at that decal making game to have the best
@@mkv2718 agreed, made my AC look like a spitfire, i probably couldn’t optimise it worse even if I tried but I always win on drip
After pile-bunking Raven’s coral waifu: Deal with it 💥 🚀😎
Ranks highest in the armored decor score
Fun fact: For more casual play, reading lore descriptions is actually an excellent way to get a feel for which parts do what. The parts actually conform fairly closely to what they're described as in the flavor text, and the outstanding balance issue favoring heavyweights is more to do with the scaling of underweight load bonuses (they're not quite high enough to make up for the lost AP and defense, although I'd say matching Booster Ideal Weight to Total Weight can make a significant difference), not the parts themselves being bad (for the most part - the Tian-Qiang actually does seem to be pretty bad, but the game does explicitly say that Dafeng sacrifices function in "peripheral" parts like the head to focus on strength in the central parts like Core and Legs.).
The parts that are described as advanced or special in their flavor text tend to have something they're extremely good at, or be balanced with virtually no glaring weaknesses. Like the HAL set, which isn't the best at anything but has the best balanced midweight stat spread with no downsides. Or the Verrill, which does exactly what it claims (offers outstanding performance for massive EN load).
Also, if a part has a maxed out bar in any given stat, that means it has the highest possible performance in that stat out of any available part. The bars are effectively a Worst to Best ranking of every part with that stat in the game, and as far as I know, every stat that isn't ultra-specific has one part that hits the right edge of its bar. So the Mind Beta represents the highest value for stability in the entire part roster, and so on.
Basically, if you don't want to math crunch and still want a solid AC, other than making sure to check important sub stats like ranged versus melee spec, you can basically just read the flavor text and a lot of the time you'll get key info about what a part is good at. If it sounds really cool, it probably is. At least for the main body parts. Weapon balance is a lot less consistent, with damage to ammo ratio being the biggest issue on half the list.
Also one issue with weapon balancing is ammo cost. Weapons are balanced around their ammo cost somewhat, but this doesn't matter for PvP so that ends up making alot of weapons trash.
@@davidburke4101 I think the one major balancing issue in the game is ammo, actually. For PVE. Most weapons fall short of reasonable ammo counts for PVE, making massive outliers like the Hu-Bens overperform, or things like the Zimm/Songbirds that have a ton of shots for their sheer effectiveness at ACS buildup. The Earshot in particular is actually pretty terrible over the Songbirds... Orbits could be buffed a touch too, particularly laser ones.
But really, like 10-20% more ammo on most weapons would make them way more competitive.
I don't care about PVP though, so I wouldn't know about that.
Personally I find the HAL set has significant load and EN load issues, which considering it's manufacturer and intended loadout was a fixed one, does make sense.
@@Sorain1 I find that only applies to some pieces. The legs are actually really good in terms of load limit relative to costs. The core's weight is made up for by its very high generator stats. The head would be great if its scan recharge weren't weirdly slower than every other head in the same range of system recovery, statwise. Arms are kind of mid though, but that's because the VE and Nachts are so damn overtuned (or Basho for melee). Overall though, crazy high stats.
When you factor in repair kits, every AC effectively has 12000-18000 more AP than is listed on the stat sheet, which makes the difference in durability between a lightweight and heavyweight build much smaller than it looks. And every bit of weight you save increases speed, which makes it easier to avoid taking damage in the first place. I really don't think there's a solid better answer between light and heavy builds, other than to fit everything else to your weapon loadout and playstyle, or to counter a specific boss (I tend to go for an ultralight reverse-joint setup for tough boss fights because if I can't dodge it doesn't matter how many AP I have, but fall back to a more middleweight tetrapod build for everyday use).
I've been really impressed overall with how well things balance against each other in this game. Every choice is a trade-off, sacrificing something to optimize something else with no such thing as a pure upgrade... other than ditching your garbage starting parts.
How to pick your mech head:
Drip
That is all. Saved ya'll some time
Scan range acts as a functional extension of your target softlock. If you can scan it, you can begin acquiring lock, which is excellent for missiles.
Especially vertical missiles
@@jepasdenom7643can you elaborate on why he is wrong?
@@sturmmagnunstein1008 I litteraly wrote it in the same comment (before edit)
Thanks
@@jepasdenom7643 Skill issue? Or you've never used coral missiles, lmao.
If it takes you that long to pick a target you should be scanning anyway so your missiles won't be useless.
I use Alba or Shade Eye heads, they have optimal aesthetics.
Aesthetic
The Best Stat
Correct choice.
gundam and gm sniper 2 so real
Love that you’re doing armored core videos and giving this series your high quality and in depth stat breakdowns
More to come!
@@Chrightt Aah man. You spoil us.
Scan distance is really important on some PvP maps. I get a big head start in Xylem quite often because I can detect my opponent first. It can't just be called unimportant.
Wouldn't scanning give other situational beneifts in pvp as well? Say your build relies more on cover, or that it benefits you at the moment, so being able to maintain lock through obstacles via scan mode could give you an advantage with say, missile lock-on for example
That's correct, yes.
@@adhdasdfroflxd123
@@adhdasdfroflxd123 Yeah, being able to continue locking on when someone breaks line of sight is extremely important for missile builds
My guy... no one plays on maps with cover
Its useless
If you are wondering on the Status
Electric Discharge the Bleed/Scarlet Rot of this game comes from Stun Bombs, Stun Needles(The most overpowered of them right now), and Stun Handgun
For the second one its ACS anomaly which comes from Fire weapons(Napalm Launcher and Flamethrower) and they affect how much damage you take when Staggered(This can make the Standard Machinegun much more dealier)
Well, time to try a flamethrower, napalm launcher and machine gun build now.
@@getschwifty5537I would HIGHLY reccomend making a glass cannon build with them
Since you can shred Tanks with 1 Standard Machinegun, yeah, its like 50% increase
Don't forget the stun baton.
@@RenoKyrie Problem is there is no indicator when the enemy has a status effect. And the stun bombs weapon is the most useless one of them all, you need to drop like half your total ammo count to stun someone with it.
@@IsraTheBlackStun baton is pretty much a meme version of the Laser Dagger
That thing is scary with very small cooldown
I think your analysis of the Tian-Qiang only accounts for its comparison to other head pieces, rather than accounting for weight as a currency spent on all kinds of equipment overall. When you're saving weight on a variety of components, it contributes to the ability to put strong weaponry or a heavy generator on a light mech, which is really useful when you're pushing 350 or more boost speed or playing strategies with high energy bar consumption.
Watching people's gameplay videos, I find there's a few things people are sleeping on which specifically benefit from a low weight/high EN bar combo; a combination of these is the laser dagger and assault burst, which is a more practical way to deal high damage than the pile bunker under a lot of circumstances. It's still possible to fit dual zimmerman shotguns and a songbird on said build. Or even replace the zimmerman shotguns with the heavy handguns and reduce the weight of the remaining shoulder slot, in which case you can attain over 380 boost speed while still being able to break stability and deal high burst damage. But all this is contingent upon putting your limited weight limit towards weapons, generators, and speed.
Agree.
The relatively low potential of head parts mean that one has a lot more value as the budget option, compared to something like legs or weapons.
The choice to save weight by grabbing a light gun is a much larger tradeoff than the choice to pick a light, "bad" head.
For AC6 the most confusing part is that, for some of the weapons, especially single-shot ones, the damage number is shown as a whole without breaking down.
When it comes to the weapons that meant to not land a full hit (Like charged Coral Missile), the actual damage stray much from the paper number. I really hope there to be a spreadsheet to illustrate the damage composition of the weapons.
The plasma weapons that leave a sphere of damage are the peak of this. The numbers are crazy high but the enemy needs to sit in the field. In essence, these weapons require either low difficulty enemies or the highest levels of skill and timing.
and arms make a difference too
@@oldmatedave2382 Arms will affect melee damage, for shooters it will affect target tracking and recoil. btw generator will affect EN shooters.
@@robocraftman4982 💯
@robocraftman4982 is that what "firearm proficiency" does? Target tracking and recoil?
What affect Stagger recovery is your Core piece if it affects "attitude recovery" then that counts typically the lighter you are the faster you get out of stagger so it could be a factor of core and legs
I was under the impression System Recovery was Scan Recharge Speed (although I know the contextual help doesn't say this). If you put on the VE-44B (highest recovery) it has around a 5 sec (ish) scan refresh timer. If you put on the Tian-Qiang (lowest) it is tremendously slower (roughly three times slower maybe, didn't test it much).
I personally think scanning is generally underrated (in PvE even on repeat runs) due to target handling and lock on being possible through walls rather than being broken constantly. I can't argue against raw defensive value being very good though.
The fast recharge time, reasonable Defenses and maximum scan range of the VE 44B are all consistently usable in PvE IMO even if you know where the enemies spawn. Also I like the little articulated head flaps. Lol
In the 5 and VD scanning through walls was how burst dps basically played. A high range, long display time, or high refresh rate are all super nice to have.
its only good for s ranking missions with stealth enemies
OHHHHH I just tried this. You're absolutely right. System recovery is scanner CD!
@@Chrightt any chance we could see an updated video in the future adding on a combined PVE / scan utility as a secondary value of consideration among the top 3-5 offerings of the categories presented?
@SCComega yes, I plan on doing an updated video with system recovery solved with some more additional suggestions for good scanner heads factored in (especially now that I realized system recovery actually has to do with scanner CD too).
Really glad to see you covering Armored Core 6. I've been testing a LOT of stuff myself and finding a toooon of inconsistencies with the stats and how they're presented, so it'll be good to have someone who goes really in-depth.
just use wrecker head part for every build and you're golden
For the low weight recommendations, the Verrill actually weighs a lot more than you had listed (3830 instead of 3080). This makes it unsuitable if tight on weight. Nachtreiher is great for it's very low weight. But if you're looking a little heavier the Alba, Appetizer, and Shades Eye are all decent options, giving a little better overall def (and notably longer scan range) for a bit more weight.
just spreading the word in case anyone is interested, lightweight is not very good compared to heavyweight in PVP, so the fact that the verrill weights 3830 shouldnt affect much in PVP, i am personally waiting for lightweight buffs to come in cuz i love lightweights, lightweight is fine in PVE though.
My vote is for Alba just for looks, although I wish its scan duration were a bit higher, like 5 or 6 seconds
Shade Eye just for the animated visor. So cool
Thanks, fixing this for next video. Sorry I messed up Verrill's weight somehow D:
@@TSE_WOODY I painted a yellow V-fin on my Alba head to make it a Gundam
armored core?? hell yea
Scanning can let you lock on with vert missiles from behind walls. So a bit of a niche, but can definitely be useful for combat.
you can also lock slower missiles(like the Trueno Needle Missiles) even if you can't see the target directly, so you'll have them ready to launch immediately once you have LOS.
I made a chart very much like this for 4A that uses standard deviations instead as a "scoring" system. Will probably tackle it again for AC6.
Would love to see it if you do!
This video was recommended to me; i hadnt heard of this channel before. But i really like this data-driven approach to part analysis. Ive started doing it on my own for some parts (arms, cores, heads) just because in-game it is very challenging to compare all parts to one another.
Dude I discovered you from this breakdown video, and youre an author?!? I really appreciate the depth and effort you put in but also how direct yet concise you display the metrics. Immediately I heard you reading my mind as to all the different categories, it was really impressive. Basically I felt like you personally catered this video just for me lol
You probably shouldn't be ignoring the specific defenses... with enough anti-kinetic defense, you can make non-penetrating bullets ricochet at lower ranges, and anti-energy defense is extremely useful for reducing the damage of the energy melee weapons, while builds will generally want high anti-explosive defense since they tend to be more grounded and prone to taking splash damage from explosions. For pve, maximizing the defense you know you'll need in a stage makes the stage SO much easier in general.
focusing explosive and/or kinetic is great for PvP since i see a lot of missile boat spam, or shotgun into stun needle(which is kinetic for the most damaging aspect of the attack).
Because of how oppressive duel Zimmerman shotguns is, boosting energy defence should help boost survivability
@@awanderer3047 both the zimmermans and the stun needles do kinetic damage so you actually want anti kinetic defense instead of anti energy defense
@@R4IVA really? Huh, thought it was energy damage because of its description. Nice to know
The legend himself takes on AC. Keep up the good work, Chrightt.
Wow, I'm really looking forward to whole series. While optimizing my AC I even remembered you once or twice thinking “that's the guy who would do it better while also having a great time”.
Oh boy oh boy oh boy oh boy oh boy! Can't wait for the ridiculously detailed AC6 videos, I live for stuff like this XD
hot damn brother, excellent work. Showing your math on everything and footage of testing system recovery doing nothing is MIND BLOWING. I'd been treating it as the most important. Can't wait for the other part categories!
Scanning is a great stat for hunting down hidden containers or during a few very specific missions. It's virtually uneccesary in every other situation, so i think your assesment is still correct.
Super happy to see you're doing stuff for AC6, hopefully this will be the first of many more videos
I'm glad you are doing this series for AC6 too, I really appreciated them for Elden Ring. I liked how in ER you went through each piece and described when they would be useful, so I think it would work well in these videos too.
Glad you enjoy it! More breakdowns to come.
GOD BLESS YOU"RE MAKING ARMORED CORE VIDEOS. This game has the biggest need for a stat-matician more than anything else rn.
It is NOT a bug. The system recovery means the ability to recover for ABNORMAL status such as ELECTROLYZED or BURNT/on-fire. If you have played RPG before, u would know what I’m talking about here. It DOES have nothing to do with ACS stun recovery.
Man this stuff is SO good! I'm so excited to see your review of the other pieces!
Awesome to see you bringing your expertise to AC6! This is my favorite FS game ever so I look forward to future breakdowns.
Scanning isn't the most important thing in the universe, but it does have application with firing vert missle on targets while you remain in cover and far away.
Yep, indeed. It definitely has its usages, but I'm not stressing hard on it because even a basic scan that hits the target would've done the job (as long as the scan distance isn't complete garbage you're fine).
This was a most excellent and detailed breakdown of the all the head parts in AC6. Well done!
The system recovery is for acs strain from shock or fire, it helps decrease those bars the same way it would in any souls game for poison,bleed etc
I'm currently struggling with understanding how everything works so thank you for making this friend!
You're welcome!
This breakdown is phenomenal! Great work, this video has given me so much insight into this part. I hope you continue to make other part breakdowns. Great analysis as well!
I really appreciate your in-depth, and to-the-point approach for these breakdowns, thank you so much!
Armored core too???
Yooo thats actually amazing thank you so so much crightt
Fantastic video! I loved your Elden Ring videos and I can't wait to see more in this series for Armored Core 6. One suggestion, I would like it if you added chapters to the video for its sections to make it easier to review/jump to the section you're looking for. These videos are highly detailed and analytical so it would make them a lot more convenient to use when referencing after first watch, too.
Your services are very appreciated! I had 800ish hours on Elden ring using your channel for help along the way and brother, I have no idea wtf is going on in armored core build-wise.
So happy to see you doing Armored Core Videos!
I love all your videos for AC6. My 2 cents for picking head pieces if you are not picking based on fashion! If your AC is getting overburdened or running into energy issues it isn't the head piece! Go back to the start and start from scratch!
One thing I thought was a little funny was, as you were saying "Nachtreiher" for the first time, I was like, "ok, that's definitely not how you say that."
And then when you said "Tian-Qiang," I was like, "ok, but the way you said that, I can immediately tell that the way I would have said THAT was wrong, and the way you pronounced that was obviously correct."
Meaning you are clearly just more familiar with Chinese than you are with German. idk, just thought it was interesting to note.
Thank you for the dedication, this actually helps.
i never thought about the verrill, this video definitely made me rethink my builds, thanks
If you're doing missions, just bring the one with the best scan stats. It's the only thing the head can do that no other part can really help with and it can disarm a lot of ambushes while helping you find secrets and unveiling stealth enemies. The VE 44B is excellent overall for this purpose with a very strong balance of scan stats to keep things readily marked in a good radius for a long time. On a related note, scanning can make enemies targetable when they otherwise aren't, such as lots of little non-hostile mechs in some missions. For example, when going after honest brute, the laser trap mechs can be targeted directly when scanned instead of having to wake them up first. The cloaked sniper ambushes when investigating the coral plant can also be kept in sight longer. Don't completely discount scan stats.
It should also be noted that, with the weight restriction removal in the OS upgrades, the weight of your head becomes less of an issue since you can simply run a slightly overweight AC with little noticeable difference. So long as the weight bar isn't CATAPULTING past your load limit, the difference in mobility isn't exactly crippling. So if you're not concerned about scanning, then yes, the verrill is an excellent overall choice despite its weight.
I keep forgetting that going slightly overburdened isn't an issue with max OS tuning. I think Arms Overburdened might mess with targeting though.
@@FelisImpurratorIt does, but again, it's in degrees. If the pip over your weight is just barely in the red, depending on your build you might not even notice it. It might not even matter to your strategy for a particular mission if you ARE a bit more sluggish; remember you can manually purge weapons if they become a hindrance anyway and just like that you're back up to speed. It all depends on you but it's an option for a reason.
@@therealbahamut The real question is, does underloading arms grant a bonus too?
For something like Sea Spider overloading arms probably isn't a big deal, but for Ibis you're gonna have a bad time, I figure. Need every scrap of tracking for that unless you melee.
@@FelisImpurrator Good question!
Idk why i didn't expect you to do this, but I'm happy that you are.
More numbers!
You should probably be including weight in the scoring as well as it affects both boost speed and attitude recovery both very important stats when it comes to missile spam.
Love the shout-out for the VP-44D as a good all-rounder, I use it on tons of builds!
Im pretty sure system recovery actually applies to acs anomolies from electricity attacks
For me the Mind Beta on my lightweight builds have been great. It seems to have the best balance between weight and generator supply efficiency. Plus the high stability has saved me a few times from not getting staggered in one shot.
While it looks weird, i normally prefer yhe 44B. It excells at scanning and has a lower scan time than a lot of other heads. Super helpful in arenas with a lot of buildings. You never have to lose sight of your opponent.
I've been using the 44B a lot recently thanks to its incredible system recovery. A lot of people in pvp are using the electric status now, so it lets me survive against those setups a lot better. The aesthetic has grown on me a bit too.
The scanning is definitely a nice feature too, I agree
O this is not what i expected but i am pleasantly surprised!
I'm so happy you're doing AC videos I absolutely love your ER content 👍
Thank you for the guide on how to get head in AC6
FFFFFFFF I was prioritizing system recovery because I thought it reduced stun since I primarily use reverse joints! I need to rework my AC builds now. THANK YOU!
I choose the Melander C3 for my main AC because it looks rad as hell 😎
Thank you for this video! I was looking to build a really good balanced AC and couldnt find a guide, thanks for this, hoping you could also make a video on the other core parts too with fcs, boosters n the generator integrated.
Its the last piece I also pick. Normally I put on the thing with the highest stability that my weight can accomodate. That's it. Older AC games had radar range and ECM values on head parts.
top ac6 head part analysis so far. hope they fixed the debuff durations x stability soon
Wow your screenshot/spreadsheet game is on point. This was a very impressive presentation. The information in it was very useful too, i guess, haha
detailed armored core stat breakdown? thats a subscribe
thank you for the superb analysis (and it's good at hearing tian-qiang pronounced multiple times, I have audio processing issue)
Crap stats but 100% style is how i build my AC. Ty for this guide.
Awesome video! I’m new to AC and have been trying to learn all these stats. This vid was super helpful!! Looking forward to other for the rest of mechs!! Thanks I’m advance!
This is the most detailed guide Ive seen on youtube! Subbed
fyi for anyone curious, system recovery is how fast your ac recovers from the "status effects" of this game aka the fire, electric, and blind statuses. situational, but considering how little your head affects the mech in general, might be smart to spec into, especially considering how strong dual flamethrowers and dual stun needles are in pvp.
Wow epic breakdown!!! Thank you for making this video, that said, fashionborning alba head will always be top :p
My opinion on head is that the differences are so small that you should just pick the coolest looking head for your build
good and comprehensive. will check back for more AC6 videos like this.
My understanding of system recovery is that its how fast you’re scan is ready faster system recovery = shorter times between scan pings!
I'll sub and hope this become a series and you do every piece so we can get the most numerically optimized mech boy possible
Yeah, I immediately figured that system recovery was for the status effects, was a bit surprised and hopeful when you showed a stun. 😅
Sucks that it only changes the time until the status is applied, cutting down the time it is active would have been good too.
as someone who beat the game with the tian-qiang, i can confirm that my build was comically light and had extremely poor durability. being able to run dual zimmermans was pretty nice though.
As long as you hand fun zooming around :P
VP44-D is my favorite as attitude stability is the most important stat to me & I love how it looks as well
Thank you a lot! This answered my biggest question in regards to builds!
Mind beta has best attutude stability, best fashion, and not a lot of energy or weight load, but at a cost of ap/defense stats. My favorite head personally.
If you want better defense, the vp-44d also looks really good.
VE-44 gives you wallhacks at all times. Worth it.
Awesome stuff, looking forward to the rest of the series.
Ravens headpeice is best and you know why.
The Tian Quiang headpiece is my favorite head entirely because of its super low weight. But my build is Tian Quiang head, Nachtriheir Core and Legs, and Alba arms dual wielding laser pistols with small missiles on my back. My build has a Boost Speed of 400 but only like 8300APi
System Recovery may refer to pvp
When you get scanned, the lower the number the faster you hide
The content we been waiting for
Kasuar is such a slick looking head, I wish it wasn't just terrible and outclassed.
Thanks for the deep dive, buddy
Rule of Cool, what ever looks the best to you, use that
super helpful! looking forward to the rest of the series
OMG I cannot WAIT for the rest of these!
Looking forward for the generator vid, sometimes i second guess what generator to use on my mech.
good to see you back data guy!
System recovery comes from status effect attacks, not stagger effect , flame, ECM attack, coral.
cant wait for you to release video about generator breakdown in the future
My main build uses the tian because i have so little spare energy its all i can do. I even have to use the best energy eff parts because the main feture of my build is twin plasma cannons with the 150 energy weapon generator.
The charged shots do INSANE damage paired with 2 hand missile launchers its good in team battles if you hang back and support.
Yes, this is a good example of a niche use case for Tian Qiang when you sacrifice defense for offense. If your other pieces of gear cannot be moved around for you to afford a slightly better head piece, then yeah. You're stuck with only one option.
Can’t wait for build videos
for the head I basically only go for fashion, it's always either alba, nachtreier or shade eye, only other pieces I've ever used are melander and the vp, though very little compared to the first ones, they just look much better than the competition imo
This is fantastic. Thank you.
systeme recovery is for status effects like electrochk or overheat from flamthrowers and stuff
edit : oh just saw yoour pinned comment
Headpiece is the easiest piece to pick. You can pick up any you like for cosmetic. Or focus on attitude. Pvp the recovery may be more useful. Depends on how the meta goes.
i think most player will just go along with the mech fashion when it comes to head pieces