Comprehensive Missiles Guide (Detailed Breakdown) Armored Core 6 (AC6)

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  • Опубликовано: 16 июл 2024
  • Missiles is the biggest category of back weapons in Armored Core VI (アーマードコア6). They are also the longest ranged weapons!
    Please help me continue my RUclips journey by buying my fantasy novel! (both ebook and paperback available): www.amazon.com/dp/B0B6XNQH7D/...
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    0:00 Background Intro
    1:08 Arm Missiles
    3:27 Regular Missile Launchers
    4:49 Split Missile Launchers
    6:25 Dual Missile Launchers
    7:15 Vertical Missile Launchers
    8:15 Plasma Missile Launchers
    9:41 Aurora (Light Wave Cannon)
    10:48 Active Homing Missile Launcher
    12:00 Container Missile Launcher
    12:43 Delivery Boy (Cluster Missile Launcher)
    13:54 SOUP (Scatter Missile Launcher)
    14:38 JVLN Beta (Detonating Missile Launcher)
    15:17 Trueno (Needle Missile Launcher)
    16:08 Coral Missile Launcher
    17:30 Laser Drone
    18:33 Summary
    If you really don't read:
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    My AC6 Spreadsheet (top left - file - make a copy): docs.google.com/spreadsheets/...
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Комментарии • 409

  • @Chrightt
    @Chrightt  9 месяцев назад +13

    All changes to missiles in 1.03.1 covered in this video: ruclips.net/video/7hxU71XyYh4/видео.html

  • @skellymen2395
    @skellymen2395 9 месяцев назад +701

    Nothing feels more mecha than locking on to half a dozen little targets and watching your volley of missiles seek and destroy them all.

    • @Chrightt
      @Chrightt  9 месяцев назад +112

      😂 Guess that's why there's so many missile options!

    • @TheShadow7771
      @TheShadow7771 9 месяцев назад +55

      That's why I miss hearing the " beep beep beep" of crosshairs lining up as I lock on

    • @fortidogi8620
      @fortidogi8620 9 месяцев назад +29

      or in my case, leave them all at 60% hp or miss entirely

    • @mammalianmolasses4724
      @mammalianmolasses4724 9 месяцев назад +16

      I beat ng++ without knowing about multilock lol

    • @TheRyderShotgunn
      @TheRyderShotgunn 9 месяцев назад +7

      its great fun in the michigan mission to take out the helicopter swarm on wave 3 like that

  • @noteansylvan6051
    @noteansylvan6051 9 месяцев назад +253

    The biggest thing I like about the plasma missile launchers is the proximity detonation. They detonate near targets instead of having to impact.

    • @kryvex4996
      @kryvex4996 9 месяцев назад +13

      Same. You practically never miss with them

    • @worldview3182
      @worldview3182 8 месяцев назад +6

      The small ones carried me my first play through

  • @Jikkuryuu
    @Jikkuryuu 9 месяцев назад +70

    Wow, it's amazing how close the Aurora comes to hitting the target every single time, while barely ever succeeding.

    • @GrimViridian
      @GrimViridian 4 месяца назад +2

      Use it up close it's actually not bad (in pve anyway)

  • @ipoopmuffins
    @ipoopmuffins 9 месяцев назад +51

    the aurora deserves a massive buff, it looks so awesome.

    • @Chrightt
      @Chrightt  9 месяцев назад +14

      for reals 😭

  • @malcho1234
    @malcho1234 9 месяцев назад +58

    A great thing about the game is that you can find what works for you. Most of the first playthrough I ran missiles, with my favourite being dual HML-G2 on the arms, and dual BML-G2 10 missile launchers on the shoulders. My friends called it jokingly "Discount Balteus".

  • @tails52
    @tails52 9 месяцев назад +81

    Despite the Delivery Boy's flaws, I can't help but love the stupid, stupid things. I've found that they're pretty useful as a tool to punish someone who gets in too close since they'll almost immediately dump bomblets after launch, making them particularly difficult to avoid. If an enemy happens to get stunned, they'll absolutely chunk AP.

    • @DisgruntledPeasant
      @DisgruntledPeasant 9 месяцев назад +33

      That's the R.A.D design philosophy: We probably could have made this thing more effective, but it's more fun this way.
      My full RAD mech is far from my most useful loadout, but damn is it the most fun.

    • @leaflock7462
      @leaflock7462 9 месяцев назад +6

      I love that every part has fans, people who love their flaws and have developed uses for them.

    • @RuTube981
      @RuTube981 8 месяцев назад +4

      I love the delivery boy because your opponents forget about it after its first run. It's usually the second or third coming from behind that absolutely wrecks them when they're so focused on you.

    • @user-zo2zw9vo5r
      @user-zo2zw9vo5r Месяц назад

      If delivery was lighter it would actually be used

  • @R4yleonard
    @R4yleonard 9 месяцев назад +117

    A little interesting fact about Trueno is that its firing animation turns you toward the enemy and has low animation lock time. Combined with its fast projectile speed, dumb firing Trueno basically turns it into a Songbird that trades off AoE for optional lock on.
    Definitely a useful move if you need extra option for quick punish or stagger combo

    • @Cleptomancer
      @Cleptomancer 9 месяцев назад +1

      Yes!!! Firing Tureno without lock works surprisingly well 👍🏾👍🏾

    • @YipeekayHarasho
      @YipeekayHarasho 9 месяцев назад +8

      Trueno feels like a love child from Songbird and Stun Needle. I don't use much stun needle becuz it's so stupidly broken, and Trueno feels strong while being fair to use, especially rewarding when u land the shots. (tho the main reason is it's very light weight)

    • @Cleptomancer
      @Cleptomancer 9 месяцев назад

      @@YipeekayHarasho definitely not fair when you can land a missile without locking on 😂 but is is super fun

    • @KDoodleNoodle99
      @KDoodleNoodle99 9 месяцев назад

      Trueno’s are so nuts. You can just slap them on almost anything lmao.

    • @LEOTomegane
      @LEOTomegane 9 месяцев назад +2

      yeah I fire them unlocked at stunned/large targets all the time, they're basically mini SNAs

  • @magicalgirl1296
    @magicalgirl1296 9 месяцев назад +83

    I really like the 6 pack shoulder missile launcher. It feels like a good reliable source of constant dps and impact. I think it looks pretty nice too, not too bulky like the 10 pack.

    • @quasadra
      @quasadra 9 месяцев назад +15

      Same, it is my go to missile launchers too. It is pretty light and low en load. Has a good fire rate and lock on time. I just pop them off for constant pressure. Good synergy with songbird, songbird make the AI dodge, the missile hit them, or they dodge the missile and catch the songbird.

    • @alephkasai9384
      @alephkasai9384 9 месяцев назад +13

      6 cell is very reliable. Good tracking, can fit on any build, decent dps.

    • @BackwardsPancake
      @BackwardsPancake 9 месяцев назад +5

      It's great. My only problem with it is that oftentimes, it's sort of overkill and hard to justify when compared to the 4-pack light launcher. The extra two shots don't really add much that couldn't be made up for with lighter load and more spammability, in most cases (Especially in PvE, where a lot of medium-size trash MTs need exactly 4 missiles to kill, and the smaller MTs which need one missile each tend to appear in clusters of not more than 4).

    • @The1stPistolSniper
      @The1stPistolSniper 9 месяцев назад +4

      I like to run both the 6 and the 10. Extremely multipurpose for baiting the dodge and having reliable damage.

    • @alephkasai9384
      @alephkasai9384 9 месяцев назад +4

      @@The1stPistolSniper The MTs, at least the SG ones, don't die to the 4 cell. Unless you're talking about the 4 cell dual missiles

  • @KageRyuu6
    @KageRyuu6 9 месяцев назад +85

    Delivery Boys can make three runs, but if they deal direct damage to their target, they crash. As such their purpose seems to be Impact Damage not Direct, despite their modifier. And like most missiles it's best to stagger their fire.

    • @ghoulbuster1
      @ghoulbuster1 9 месяцев назад +4

      Interesting, didn't notice that.

    • @Cleptomancer
      @Cleptomancer 9 месяцев назад +4

      The impact is no joke. It also immediately drops a volley when you fire it & I can catch people right after they try to melee or use pulse/assault armor

    • @InternetHydra
      @InternetHydra 9 месяцев назад +9

      There's a great webm floating around out there of a player getting killed by the Fires ending final boss, and while's it's doing their victory speech a Delivery Boy circles back and finishes off the boss.

    • @cridus_
      @cridus_ 9 месяцев назад

      man now I wanna try these and the slow ones on my pile bunker build. wanna see if I can fire them and just go for the charged hit knowing that they will stagger the target >_> (when there's already some build-up, ofc)

  • @draegonspawn5361
    @draegonspawn5361 9 месяцев назад +60

    For the dual missle launchers, use them at point blank range.
    Then their flanking mechanic works quite well, dodging sideways has nearly no effect against them at close range. Force the enemy to dodge backwards more.

    • @boredomkiller99
      @boredomkiller99 9 месяцев назад

      Going to try that, having missiles like that in close range might be usefuk

    • @kyotra
      @kyotra 8 месяцев назад +5

      That doesn't work - if you're too close, they just fly right over the enemy and never home in.

  • @ZeRedSpy
    @ZeRedSpy 9 месяцев назад +41

    The 706PM was my go-to back weapon for most of PvE missions that didn’t involve killing a boss. 6 target locks, one shots MTs, and does well enough against AI piloted ACs.

  • @splder5430
    @splder5430 9 месяцев назад +62

    I just want to say dude, your RUclips videos for both AC6 and ER made making builds more fun and opened up a lot of play styles for me. Thanks for these, and I hope you can keep going and getting the engagement you need to keep up these videos.

  • @aliasarchives
    @aliasarchives 9 месяцев назад +39

    I use the laser drones a lot and they can be quite good. Note that if they run into a wall they will just die so casting them behind a wall is a good way to just lose your cooldown for nothing. Make sure to peak out before firing if you are using the long range scanner strategy recommended in the video.

  • @icecreambone
    @icecreambone 9 месяцев назад +184

    if the clusters didnt try to track into the ground all the time they would be pretty good

    • @FelisImpurrator
      @FelisImpurrator 9 месяцев назад +27

      Lmao yeah even the preview shows it.

    • @puddel9079
      @puddel9079 9 месяцев назад +17

      I think the split launchers are meant more for anti-air attacks

    • @darykeng
      @darykeng 9 месяцев назад +7

      @@puddel9079 This. Just hover over your target and shower with missiles (if you dont go for cannons, ofc)

    • @puddel9079
      @puddel9079 9 месяцев назад +22

      @@darykeng I meant surface to air attacks, not the opposite.

    • @arcturus960
      @arcturus960 9 месяцев назад +6

      Split missile launchers and coral generators I find work incredibly well with reverse joint legs. The delivery boy I just wish was a little faster and didn’t nose dive

  • @RagnellAvalon
    @RagnellAvalon 9 месяцев назад +15

    I've found that back split missiles are quite good for pve because pve maps tend to have pretty varying amounts of vertical variation and ceiling cover - they can do huge angle changes at the point where their homing kicks in and the 'diagonally up' angle they fire at helps avoid them bumping into the million things near the ground on singleplayer stages.

  • @catdog8751
    @catdog8751 9 месяцев назад +15

    the drones are very good charged and do insane direct dmg, the best way to use them is to have two charged at the ready and release them when opponent acs strain is high, once released try to stagger opponent or let the drones do it and it will result in massive dmg. I personally love it with duel harris on a light build.

  • @zuurek6907
    @zuurek6907 9 месяцев назад +10

    One of the uses I've found for the split missile launchers is equipping the double launcher to both back slots and firing them at the same time. It's creates a sort of "wall" of missiles that can be very difficult to dodge, and also forces acs to dodge when they're assault boosting towards you

  • @-Bile-
    @-Bile- 9 месяцев назад +22

    Based on the description, it seems like the split missile launchers are supposed to be more difficult for the Ai to dodge. The back mounted versions seem to do this much better than the hand held. The 2-way missile launchers dont do this very well because they dont orient themselves towards the enemy until they reach the apex of their flight arc.

    • @EStephensII
      @EStephensII 9 месяцев назад +2

      Splits are useful for shooting around corners. The grid missions are perfect use cases for them.

    • @MakoKenova
      @MakoKenova 9 месяцев назад +2

      I used the PL-16 for the OTHER strider mission and it carried my ass by insta stunning everything with insane lock tracking. Definitely my go to pve back missile.

    • @xianfa1708
      @xianfa1708 9 месяцев назад +1

      Theyre also good for fast pace close range combat owo

  • @mohl8526
    @mohl8526 9 месяцев назад +5

    It's important to note that the laser drones do a lot of damage if they can all land their shots, which makes them absolutely devastating if you stagger an opponent shortly after firing them, more so if you have a longer-lasting stagger, such as with the plasma thrower, or with a punching combo, as each drone's going to start chunking the opponent's health.

  • @l.a.wright6912
    @l.a.wright6912 9 месяцев назад +86

    Vertical missles are actually really useful. Not as too much direct damage but as a force Dodge. Most people don't see them due to their type and having to Dodge constantly or eat beefy stance damage makes it quite hard for them to pay attention to you. Thus it's really useful to combo them with the moonlight blade

    • @Seinglede
      @Seinglede 9 месяцев назад +24

      The only issue with that is that rather than needing to dodge, they just need to be moving in a direction and most of the time the Vertical Missiles will whiff completely. I have played the heaviest possible tank build and just holding left was enough to avoid 90% of the vertical missiles fired at me. In PvP at least. In PvE they are quite good as most of the enemies you'd be using them on are far less mobile than an AC.

    • @Ezekiel_Allium
      @Ezekiel_Allium 9 месяцев назад +7

      ​​@@Seinglede I feel that can be mitigated by using vertical missiles alongside something else you can't just strafe, like maybe a soup to force them to deal with a weird delay 3 times and a salvo of vertical missiles, alongside whatever hand weapons you're running. Maybe it works out differently in practice, but I feel like it would be hectic to deal with top attack missiles alongside a barrage of laser fire and another type of more direct missile harassing you, for example.

    • @TanegiHoneydew
      @TanegiHoneydew 9 месяцев назад +11

      While you're correct, these things also applied to Vertical Plasma Missile as well and they also have AoE Blast Radius on top of it which put a lot of pressure on the enemy on top of vertical flight patterns.
      The benefit for physical version of Vertical Missile is just for multi lock and clearing low mobility MTs in PvE imo.

    • @xianfa1708
      @xianfa1708 9 месяцев назад

      @@Ezekiel_Allium theyre also good for flying quads owo

    • @xianfa1708
      @xianfa1708 9 месяцев назад +1

      @@TanegiHoneydew vertical plasmas have a lower altitude tho, the vertical missiles have an advantage agaist high altitude targets owo

  • @Er404ChannelNotFound
    @Er404ChannelNotFound 9 месяцев назад +33

    Also important to mention for missile launchers that fire consecutively instead of in-one-go that committing to actions that lock your movement will cancel you out of shooting the rest of them, which I noticed when running them with grenade launchers.

  • @dirt_dert_durt
    @dirt_dert_durt 9 месяцев назад +10

    Two tens on the back and two fours legit carried me through the tough times of the campaign

    • @CantComplain3k
      @CantComplain3k 9 месяцев назад +2

      Being a missile boat was how I beat the bosses (pre-patch 😤😤) LOL

  • @nicolasvillasecaali7662
    @nicolasvillasecaali7662 9 месяцев назад +12

    Love this breakdowns a lot of info you can learn from them, still hope to see the booster one because DEAR LORD it is driving me crazy to find the right one for some builds, specially for the "heavy weight" bipedal ones.
    thanks for your effort

    • @EandEsystems
      @EandEsystems 9 месяцев назад +1

      Buerzel if you need to close gaps, kikaku if you're running melee or grid walker if you want to stay in the air forever.

    • @nicolasvillasecaali7662
      @nicolasvillasecaali7662 9 месяцев назад

      @@EandEsystems and where we consider the NGI-001 on that?

  • @driptopher7222
    @driptopher7222 9 месяцев назад +7

    First time commenting on one of your videos, I wanted to thank you for being a staple of the from software game community. You provide so much easily understandable real information and every time one of these videos comes out I inevitably get to spend an hour optimizing my ACs to be even better. Thanks!

    • @Chrightt
      @Chrightt  9 месяцев назад +1

      Glad I could help!

  • @CoffeePotato
    @CoffeePotato 9 месяцев назад +7

    The splits mostly seem to be beneficial as a sort of hesitation attack. I like to combine them in with single missiles, meaning if they don't dodge ..everything hits, but if they do a single dodge, the split catches them. It's what they used to be handy for in third gen.
    Dual missiles also work well with the standard small missile launcher for the same reason, creating what I call the "swarmer" effect, where the wide approach can occasionally confuse people. I like to fire this swarm and go in for a kick, creating a consistent two prong scenario where they either get kicked and splashes, or focus on staggering me, and fail to dodge the missiles.

  • @treyrandall2983
    @treyrandall2983 9 месяцев назад +45

    PvP tip 4 ya, choose 4 different reload time & 4 different angles (verticle, horizontal both adjecent angles, and a forward launcher).
    Then shot 1 at a time, you'll find yourself making a beat with your L1, R2, R1, L2 rotation... You'll know you got it once you finish the rotation the first missle you launched is ready once your last salvo is complete... This will not only keep up the pressure but you won't find yourself waiting to be able to fire again.

    • @Chrightt
      @Chrightt  9 месяцев назад +29

      Sounds like this: i.kym-cdn.com/photos/images/newsfeed/002/638/553/929.jpg

    • @treyrandall2983
      @treyrandall2983 9 месяцев назад +8

      ​@@Chrightt
      Yup, I pull it out against shotguns... Chicken legs give you the distance you need to stay 200+ m away...
      But yea just random bullshit go!
      It is kind of oppressive.

    • @EStephensII
      @EStephensII 9 месяцев назад +1

      This is exactly what I do with my speed build. I keep constant pressure on them and almost never lose!

    • @Niche_YT
      @Niche_YT 9 месяцев назад

      Got an example build?

    • @ballsack8937
      @ballsack8937 9 месяцев назад

      Yup stagger shoot the missiles can be a real pain in the ass for enemy acs.

  • @siilentr3839
    @siilentr3839 9 месяцев назад +7

    The split hand missile in my exp is best for catching wheelchair builds. The wheel chair can run circles around the projectile/tracking ones as well to a point the needle missiles

  • @ethanl902
    @ethanl902 9 месяцев назад +3

    bro I watch every one of these vids, it's so cool to have you out here decoding the ambiguous stat lines in ac6
    thank you for your high quality work

  • @SyntaxDaemon
    @SyntaxDaemon 9 месяцев назад +7

    I love your videos, I'm looking forward to any and all future ones you choose to make!

    • @Chrightt
      @Chrightt  9 месяцев назад +5

      :D Thanks! Definitely more analytical content and optimized builds!

  • @JaggedJack1
    @JaggedJack1 9 месяцев назад +4

    Yooo new Chrightt video. Today is a good day!

  • @jeffreymurillo3131
    @jeffreymurillo3131 9 месяцев назад +1

    Thank you for all your analysis, it's the best I've seen so far because you also incorporate other items that correlate to that item.

  • @apoloniowgonzales
    @apoloniowgonzales 9 месяцев назад +3

    Thank you for taking the time to make these videos!

  • @spaceman7019
    @spaceman7019 9 месяцев назад +2

    Looking foward to the thruster video, these analysis videos are really informative.

  • @GUMNUT.
    @GUMNUT. 9 месяцев назад

    These videos have elevated my game so much. Can't wait for more mech parts: cores and arms specifically. Thanks for your work

  • @gengarisnotinsmash...
    @gengarisnotinsmash... 9 месяцев назад +3

    Fun fact: the container missile launcher can home even while afflicted by a jamming bomb! Pretty funny in PvP, just use hover legs, a coral generator, and as much AP and you can get to completely shut down missile builds, and give mid and long range builds a taste of thier own medicine!

  • @ryanantranxia7044
    @ryanantranxia7044 9 месяцев назад

    I love your guides! Thank you so much for the work that goes into them. They really help with my joy for this game.

  • @Neolith_
    @Neolith_ 9 месяцев назад

    These guides have led me to realize I've missed a few parts throughout my three playthroughs. Looking forwards to putting them to good use. As usual, fantastic work.

  • @SmugLookingBarrel
    @SmugLookingBarrel 9 месяцев назад +3

    The regular hand missiles will always have a special place in my heart because they're the weapon that finally let me defeat the chapter 4 boss. Their combination of long range, homing, and not ricocheting helped a ton for that fight.

  • @gagemassengale9226
    @gagemassengale9226 9 месяцев назад +2

    Amazing series of vids of this style. Super informative and entertaining.

  • @michaelgodborn
    @michaelgodborn 9 месяцев назад +1

    Love the in depth videos. Keep ‘em coming.

  • @helixwash4508
    @helixwash4508 9 месяцев назад

    Great video, I was waiting for this one! Thank you for the countless hours of testing required to show all this, respect to you 🤟
    I fell in love with the vertical plasma launchers through the campaign, and was delighted when they were still very usable in pvp. I hope in the future, the light wave cannon and the kinetic vertical missle launchers are adjusted to be more usable

  • @AceArata
    @AceArata 9 месяцев назад +2

    The active homing missiles were my silver bullet against Mechlania pre-nerf. So much stagger damage that opens you up for a follow-up combo

  • @taylordiclemente5163
    @taylordiclemente5163 9 месяцев назад

    Your ac6 analysis videos are excellent. Thank you!

  • @DisgruntledPeasant
    @DisgruntledPeasant 9 месяцев назад +4

    The slow active homing missiles pair really well with the Lance.
    My Lancer build uses a pair of twin active homing missiles since they create great openings.
    You can end up catching them at the end of a dodge with the Lance, or end up landing a wombo combo when the missiles land after you stun them 👌

    • @ExeErdna
      @ExeErdna 9 месяцев назад

      The actives from my experience are good any rushdown type since they're just doing their own thing. Especially if you're blinding either side with flamethrowers

  • @johngrigsby8021
    @johngrigsby8021 9 месяцев назад

    Thanks for making this and posting it.
    Appreciate it.

  • @EvilResidentXIII
    @EvilResidentXIII 9 месяцев назад +2

    The vertical plasma missiles are truly blessed, talk about a weapon that can get results in a variety of builds. Even the standard plasma missiles do wonders when used as anti-air weapons. I was just talking with friends about my issue with the Split missiles, and I think one of the biggest factors is that they split apart way to close to the target. When they split that close and the target is in motion towards the splitting missile, the sub missiles just envelop around the target and collide on the other side. They need a lot of work.

  • @koover
    @koover 9 месяцев назад

    Love these videos, definitely factoring them into my builds. I hope you do one on the gatling and machine guns because I have no idea how to run them or what to pair them with.

  • @FishFosh
    @FishFosh 9 месяцев назад +3

    Charged laser drones can be a good component for a stagger punish combo, the total direct hit damage is very high if the enemy is unable to dodge any of it due to a well timed stagger. The fact that it's generally useful as a pressure tool too is a nice bonus compared to other back weapons you might use to punish staggers.

    • @Chrightt
      @Chrightt  9 месяцев назад +1

      Yeah, for sure. If you can combo well and get stagger off before charged laser drone, it is nutty.

  • @zhouyongkang5331
    @zhouyongkang5331 9 месяцев назад +3

    I like the Aurora because...
    ...it just looks cool. 😅

  • @turtleant120
    @turtleant120 9 месяцев назад +3

    One thing for the Active Homing missles, I've found them very useful on non-AC boss fights. Especially on bosses who spend all their time in the air, like the chapter 4 boss. Eventually the boss will do some attack or another that makes it stand still and they end up getting caught in the back of the head by the two missles you launched 20 seconds ago for their trouble

  • @nox_luna
    @nox_luna 9 месяцев назад

    oh fantastic, i needed this video

  • @Knights_of_the_Nine
    @Knights_of_the_Nine 9 месяцев назад +5

    From my testing, split missiles are better when you're way above your target.
    The normal missiles actually miss A LOT when coming down on your target, but the splits hit way more often.
    I use split missiles on my quad leg missile boats =p

  • @brisler1
    @brisler1 9 месяцев назад +16

    This is a very useful guide as always. Sadly vertical missiles was really good at first Armor Core game but now it's really suck. This missile should get some buff. I saw a lot of Japanese video using JVLN Beta for PVP and they are really good at it. For Laser drone you are a little bit wrong. The best way to use is charge attack. It's true that it's has fewer attack but hit really hard. While non charge attack deal very little damage. The best way to use laser drone is using 2 laser drones and firing charge attack closely one by one. It can be harder to dordge.

    • @TanegiHoneydew
      @TanegiHoneydew 9 месяцев назад +1

      It's a lot of pressure on the target.
      I also have quite a lot of success using only one of them with the Laser Slicer too, timed the charge Drones a few seconds before the stagger and then locking the enemy into the same position with Laser Slicer and force them to eat all the charged shots from Laser Drones.
      It's super nasty, especially in 1v1 where nobody can interrupt your Slicer lol

    • @LEOTomegane
      @LEOTomegane 9 месяцев назад

      the charged version of the funnels takes slightly longer to arrive at its target and the lower number of shots does make it slightly easier to dodge; you can use the two modes interchangeably depending on what you need in the fight, which is really handy

  • @Tf0rceG
    @Tf0rceG 9 месяцев назад

    This is a comment before completing the video but this is the one I was waiting on the most. While I do have a variation of my final build with split missiles, I wanted to see a full comprehension rundown from someone who was able to put the numbers down better than I could on my own. It'll also help me to better understand if I need to tweak at all for personal flavour since that's the biggest factor for me(apart from a visual representation for my own OG mech stuff but that's neither here nor there)

  • @ArnnFrost
    @ArnnFrost 9 месяцев назад +1

    dual missile launchers always been my go-to choice, they miss less for me than other launchers for whatever reason on top of being light xD

  • @Camburger
    @Camburger 9 месяцев назад +1

    This is the best AC6 channel

  • @AuramiteEX
    @AuramiteEX 9 месяцев назад

    Fantastic vid!

  • @makingmarv2844
    @makingmarv2844 9 месяцев назад

    I like using the dual missile with the pincer movement alongside a standard missile launcher that shoots out front. Good coverage and helpful for maintaining ACS strain

  • @robocraftman4982
    @robocraftman4982 9 месяцев назад

    impressive work

  • @thegreatporhumbo9100
    @thegreatporhumbo9100 9 месяцев назад +18

    I really love all the analysis videos you’re doing for ac6, do you plan to eventually cover all of the parts or are you just looking at certain ones that interest you?

    • @Chrightt
      @Chrightt  9 месяцев назад +18

      Planning to cover all the parts!

  • @mokadelic4037
    @mokadelic4037 9 месяцев назад +1

    The basic quad missile launchers + single plasma launchers are super good!
    They stagger super fast and have incredible damage output, combine them with Attack Armor and use a light combination like this one:
    INNER COMPONENTS: San-Tai Generator - BST-G2 P04 Booster - P12SML Chip
    EXTERNAL COMPONENTS: VP-44s Head - AC-2000 Tool Arms - Nachtreiher/42E Legs - Nachtreiher/40E Core
    WEAPONS: x2 Shoulder Plasma Launchers (VVC/703PM) - x2 Missile Launchers (HML/G2 P19 MLT-04)
    ...and I ASSURE YOU that you'll have a ton of fun both in PvE and in PvPs!! Of all the builds that I've tried this is by far my favorite, most fun and more flexible to use!!

  • @DiabloTraeluz
    @DiabloTraeluz 9 месяцев назад +5

    A good tip for people looking at wanting to use missiles effectively while not making them the centerpiece to your build is to mix and match missile types to try and force combos or situations where they can't avoid both volleys. The only ones that are really subpar are the vertical missile launchers and delivery boy due to how easily avoided they end up being.

    • @ExeErdna
      @ExeErdna 9 месяцев назад

      Some people be like "that's a weird build" yet it shreds because it's consistant. A 4 missile launcher and a siege in your hands is good enough to throw enemies off. Then you throw in the Delivery Boy, Vert Plasma, Container, JVLN, honesly anything else honest unexspected you can control them to move where they're not safe because all the timing is different.

  • @DaveDevourerOfPineapple
    @DaveDevourerOfPineapple 9 месяцев назад

    been glued to your content lately dude it's brilliant. do you have plans for a boosters breakdown? I look forward to that.
    so refreshing to hear someone finally pronounce Aperitif correctly lol. All the US youtubers clearly do not know this word. 😅

  • @uncleweirdbeard86
    @uncleweirdbeard86 6 месяцев назад

    Something I have found in my years of playing AC is that missiles are often the best weapons to provide range control. The Siege missiles are perhaps the best on this list for this. Because the linger for a moment, it allows you to reposition before they start tracking at the opponent. This allows you to get where you need to be to either intercept their dodge or kite a fair distance away as the didge. They are 1 of the best choices for well rounded builds as well as focused builds

  • @andrewgaiennie2002
    @andrewgaiennie2002 9 месяцев назад +1

    Split missiles are best for hitting agile targets: the mini missiles don’t have inertia so can turn up to 90 degrees immediately on splitting up.
    This is most useful on targets that like to go vertical as the mini missiles don’t hit the ground.

  • @aphidamas1
    @aphidamas1 9 месяцев назад +2

    The proper intended use for split missiles is to use them when you are sad that AC 6 doesn't have any proper Macross missiles.

  • @Rubbly
    @Rubbly 9 месяцев назад

    Great breakdown! Didn't even know about Aurora 😂

  • @Tera_GX
    @Tera_GX 9 месяцев назад

    I bring vertical missile launchers into PvP often (only the 12 launcher). It shares a strength with the 10 straight launcher in that the sequential launch puts on a lot of pressure since there is a long period of time you have to be dodging for. Its second major strength is that in active combat vertical missiles are the most difficult to keep track of for dodging, they're out of sight. These two points add up to opponents mismanaging their EN use and potentially getting punished. Also even once staggered the missiles just keep coming, which surely is a psychological attack.

  • @Caaaaaarl
    @Caaaaaarl 9 месяцев назад +1

    As far as i tested split misiles are good just in three cases
    1 for PvE S Ranking cleaning missions due to its low ammunition cost, long range and hight damage output in stationary targets, but can also chase down certain enemies like the wheels for the next reason
    2 to fight bosses like Balteus or Hal due to a little peculiarity, they have twice the regular flight time for some reason the main big missile and the little ones have different flight times one starting after the other or at least thats what i felt using them
    3 and in PvP divided missiles have a counter intuitive way to be dodged being taking a back boost and just glide to the side the most optimal way to dodge them and u can also use them as a back-up for assault boosts or melee cancels for the same reason

  • @QRIO44
    @QRIO44 6 месяцев назад

    The container missiles are actually kinda versatile. If they direct hit, I think they do all or most of the damage in one hit. If they’re dodged, they small missiles come out from the impact point. As you said too, you can shoot them in the air or behind cover as well in order to sneak shots around unique angle or cover.
    The delivery boy is good vs a lot of grounded targets. I used delivery boy on final boss (ng++) phase 1 and it clears out everyone in just a few launches if you can keep most enemies relatively together. High damage and impact and will likely surprise you with some “lucky” hits.

  • @agentoranj5858
    @agentoranj5858 9 месяцев назад

    I gravitated towards the 8-tube vertical launchers early on and swapped the assault rifle for a shotgun to complement the pulse blade. I actually brute forced my way through the Juggernaut very quickly on the first attempt, but I went back to the drawing board after encountering the stealth mechs and Balteus with those vertical missiles being my only long-range offensive option. I'm now running the original four-tube direct missile launcher on my right because it's the cheapest multi-lock capable launcher and the direct flight path makes them fairly consistent at hitting ACs, and I have the dual launcher on my left because it's the cheapest launcher that will kill a MT with one salvo. The combination lets me breeze through trash mobs very quickly and keeps weight and energy free for a bazooka and an assault rifle in the hands of my overall lightweight build. With any luck I'll get through the Balteus fight when I next have a free evening after work.

  • @AshyGr33n
    @AshyGr33n 9 месяцев назад +6

    bruh the Aurora got ROASTED

    • @FelisImpurrator
      @FelisImpurrator 9 месяцев назад +3

      I think they're legitimately bugged. They're also undertuned, but they are obviously bugged.

  • @mbfun9298
    @mbfun9298 6 месяцев назад

    Total AC noob here, thanks for explaining how they actually work I didn't even know that the lock on can happen out of the aim rectangle!

  • @eamonmcandrews7707
    @eamonmcandrews7707 9 месяцев назад

    JVLN-Beta is great for that combo with the active homing launchers you mentioned

  • @emberthecatgirl8796
    @emberthecatgirl8796 9 месяцев назад

    Split Missiles are just badass, and that’s all I need

  • @Genmakentensho
    @Genmakentensho 9 месяцев назад

    Something interesting to note with the plasma missiles is that there's a chance for them to hit twice, depending on circumstances. The reason they can't all hit at the same time is because, I believe, the game considers each missile to be the 'same' for the purpose of the same not hitting on every active frame. However, if you get hit by one of the missiles, then after that is over you get hit by another from the same salvo, it will hit again for double damage.
    This is generally not consistent with the small launcher, but the 6 shots variant can sometimes do this against enemies strafing sideways due to the more spread out missiles causing different hit times. Not really something you can consistently 'aim' for, but it's interesting to note that it can happen.

  • @AlterRequiem
    @AlterRequiem 9 месяцев назад

    The only reason I use the small dual missile launcher is on a couple of my missile builds where im using the standard handheld missiles.
    The cooldown convergence on the small splits and hand missiles is near perfect, so you can fire them at the same time pretty much infinitely. With the way the splits delay their approach, the regular missiles bait the first dodge while the splits follow up right after.

  • @xmst5
    @xmst5 9 месяцев назад

    The detonating missile launcher hit rate benifits from firing both at the same time more than other missiles due to the missiles firing outward to the side meaning if the enemy dodges one way to avoid one missile, then the other missile will have a more decent chance of hiting the enemy. This plus the fairly low cooldown of the missiles means you get quite alot of consistent stagger dpm.

  • @user-vl9eo8gd7t
    @user-vl9eo8gd7t 2 месяца назад

    Splitt missile pattern was my favorite in AC 2 and AC 3 because they were highly effective against fast flying targets like jets and winged MTs and normal missiles often couldn't hit them

  • @foxhoundms9051
    @foxhoundms9051 9 месяцев назад +1

    I ❤ the 6 shot regular missiles 😅 the reload time just works perfectly with my other weapons

  • @Stormthorn67
    @Stormthorn67 9 месяцев назад

    The six-way split dual missiles are used on my light pve build as a sort of best-in-weight-class DPS for big guys like quad MTs. The 10 shot vertical can fulfill a similar roll against big enemies on heavier builds.

  • @BirdyDive-Games
    @BirdyDive-Games 9 месяцев назад

    I use the HML-G2 in PvP to great affect. You just gotta make sure to time your volleys to make them the most likely to hit or to force the enemy to drain their energy for a quick boost. They are good for a like missile boat build which is what I usually run and my word it's so much fun.

  • @kaioxys
    @kaioxys 9 месяцев назад +1

    The container is the only real sniper weapon. I love it because you can effectively shoot people from really far away.

  • @blahtoblahtoto6441
    @blahtoblahtoto6441 9 месяцев назад +3

    Macross Missiles Massacre, or should I say... Melander Missiles Massacre

  • @foreverspellman
    @foreverspellman 9 месяцев назад +1

    Very interested to see what your thoughts are with stun weapons, due to their unique nature of being able stun your enemy, which is definitely a PVP centered kind of attribute

  • @xianfa1708
    @xianfa1708 9 месяцев назад

    i just fire the container missile on eye level, and they track quite well for targets that likes high altitude, their air to ground is kinna bad in a sense like vertical missiles, while tracking is high, if you fire them to the air, they lose every opportunity to chase the target further when they instantly hit the ground due to the air to ground direction.

  • @magosd0minus
    @magosd0minus 9 месяцев назад +1

    Love these vids. Can't wait for a breakdown on the boosters!

  • @SalKorosin
    @SalKorosin 9 месяцев назад +1

    The basic vertical missiles are useful for a certain boss fight on a wall, especially when your AC is not the fastest

    • @aoiminase
      @aoiminase 7 месяцев назад

      Like the juggernaut

  • @pbrown7501
    @pbrown7501 9 месяцев назад

    I found split missiles good for dealing with the enemy types in the Escort the Weaponized Mining Ship mission. Feels like a good combination of total damage and accuracy that I wasn't getting in other weapons.

  • @KeyReiZero
    @KeyReiZero 9 месяцев назад

    @Chrightt hi, first of all an enormous THANK YOU for your videos,
    its thanks to you that i started to understand AC parts fine tuning ^^
    while messing around in the garage i got this thoughts about some game mechanics that really feels bad done.
    i wanted to know if i got something wrong or if some one already spoke of these things
    -> One is the Recoil and the other is that the Back Weapons use the same "Red Reticle" of the Arms Weapons
    the Recoil is supposed to be a Debuff on the weapons to make it so that to use someting stronger you have to handle this penality by well tuning the Arms and other parts
    instead Recoil is applied only (if not only, then still for the most) on consecutive shooting / rapid fire.
    and realistically this is right, cause for a fact the "Recoil" takes effect AFTER the first Shot.
    it is every SUCCESSIVE Shot that suffers the Recoil of the one before
    if you take a Full-Auto or Semi-Auto and fire a single shot, it will ever hit cause is the first shot (speaking of stationary target here)
    so long one wait long enough, the next shot will sure hit too, cause the recoil is been handled during that waiting time.
    ... then you fire rapidly.. there the Recoil Kicks in.
    what feels bad is how for all the "One Shot" weapons (and -> ZIMMERMAN, Stun Needle Launcher) the Recoil stat means absolutely nothing, or hardly anything, no matter how high that Recoil stat is. why even giving them that stat at all?
    so who use rapid fire weapons got to do all kind of compromises to handle the Redoil debuff/penality
    while whit 2 ZIMMERMAN one just go no brainer with NACHTREIHER Arms and get for free the highest Target Tracking there is,
    at no penalty or concessions whatsoever
    and as a totaly free bonus, the hella heavy Back Weapons get to enjoy that very same highest Target Tracking, again at no loss.
    and mind me i like to have to deal with the recoil in the AC tuning, is that looking at the "One Shot" weapons makes it feel a worthless effort...
    since the Recoil is actually realistic, it would have been good to at least see it have a different effect on the "One Shot" weapons compared to the "Rapid fire" weapons
    on the "Rapid fire" weapons it goes making some shots go astray
    on the "One Shot" weapons... bho... it slow a moment the AC? i dont know.. but at least Something
    and while the Recoil is actually realistic, the fact that big heavy ginormic back weapons get for free a super duper Target Tracking just cause the mech is using some tiny and precise pair of Arms... is just dumb
    so this is it, that since these mechanics of the game are not done well, there are free rewards at no sacrifice
    while what i expected from the AC customization was precisely to have to find your own way to get the desired AC performance, at the sacrifice of what one feels like that is affordable to give up

    • @Chrightt
      @Chrightt  9 месяцев назад +1

      I will discuss the recoil in a video on its own because there does not seem to be good information about it. I have a lot of comments on recoil show me that people don't understand how recoil actually works. You have some good observations here, but there are some things that are wrong like recoil only applying to shots after (It actually applies to the shot too, but recoil works differently for different weapons). It is kind of difficult for me to go deep into without covering the whole recoil mechanic. Zimm being a shotgun does indeed not suffer from it though. 😂

    • @KeyReiZero
      @KeyReiZero 9 месяцев назад

      @@Chrightt Thanks ^^
      looking forward the new video!

    • @KeyReiZero
      @KeyReiZero 9 месяцев назад

      @@Chrightt hi again, didn't know how else contact you
      i just wrote a guide for my friends and put it on steam for them too see (cause we couldn't find a good comprehensive one),
      but since the are things i learned from your videos i dont know if is ok for you?
      or if is ok, to add you in the collaborator/contributor section ? (sent you friend request on steam)
      i mentioned things about the generatos stats and the FCS
      plus my hypothesis on Recoil control and some other things
      ... and well... again thx a lot for your video/guides

  • @xianfa1708
    @xianfa1708 9 месяцев назад

    Vertical missiles are useful for high altitude quads especially ur a tank build that can barely keep up. Dual missiles work the same but instead of vertical, it's for a horizontal path. These missiles are also best use at the upper mid range or long range distance

  • @HiroyaFujimiya
    @HiroyaFujimiya 9 месяцев назад

    Delivery bois are the chaos bringer in open arena 3v3 pvp. So much fun raining the enemy grouping.

  • @YipeekayHarasho
    @YipeekayHarasho 9 месяцев назад

    Although it's pincer flight pattern is easier to hit on opponent that's like to kite, but it's low missile guidance doesn't make up for it's flight pattern.
    it's pincer flight pattern also makes it impossible to land at enemy up close even u lock onto them. (unlike the regular missiles and trueno that can still hit enemy point blank as long as u lock onto them)

  • @Corsair114
    @Corsair114 9 месяцев назад

    The third Dual Missile launcher (the one that fires its missiles individually) generally does a much better job of chipping human targets IME than the direct-fire missiles and its other dual missile counterparts due to its (seeming) lower velocity. I often find that on fast machines, and in a fashion similar to the Aperitif, it tends to come at an opponent from multiple directions, including from behind quite effectively.

  • @joshfritz5345
    @joshfritz5345 9 месяцев назад

    The VLS missiles are actually great for artillery builds. The 12 tube launcher has such a long salvo that with 2 of them, your enemy will waste most of their energy gage dodging them, leaving them open to attacks

  • @understated1908
    @understated1908 9 месяцев назад

    like the homing missiles, the javelin beta is good for "comboing" - on the approach release the javelins and then get in your opponent's face, kick staggering is really effective here to ensure a full stagger once the javelins explode.

  • @joejkd82
    @joejkd82 9 месяцев назад

    The 6 shot Dual missiles are great to combo with active homing missiles and twin ransetsu RF. Keep the rifles blazing, dash in to 100m or so fire off the dual missiles, dash out fire the active missiles, the duals will be up in a second, repeat. This forces constant and judicious quick boosting on the enemy since the dual missiles deny them just timing the active homing missiles. Also, the duals at close range almost always guarantee 2 to 3 will hit if you use fast firing arm weapons with them. Most active homing hits I see hit from behind because they just forget about them since those dual missiles reload and lock so fast.

  • @saltefan5925
    @saltefan5925 9 месяцев назад +1

    When Crightt opens up with a joke instead of an actual description of how the weapon performs you know it's in a bad state.

  • @isaacmendonca2357
    @isaacmendonca2357 6 месяцев назад

    The active homing missiles are quite fun in 3v3 cause people normally forget about them until it is too late.