Will mention too that for cores the KE CA-215 is great since it also offers great Thermal Resistance along with decent energy conductivity. So your able to charge your UW fairly quickly while also mitigating some of the self damage from the UW. CE cores often trade the Thermal Resist for more Energy Conductivity UW charging speed, so it is worth the consideration in using it instead of the CE cores if you want to keep your AP healthy.
the overed weapons "hidden" mechanic as in the unlimited energy is pretty much the overlimit from AC2 revisited.... hence I think its why their class of weapons were named like that in the JP version just to say ohh yeah overlimit is back this includes the energy downtime you have until the generator stabilizes
@@bottleofrumster1 I don't notice about the kicking frame though... but since you are essentially lugging a giant "dead weight" from time to time and the kicking logic takes into your current weight into consideration its scary to think about the potential damage
@@bottleofrumster1 yeah so thats probably why people said you need to be "FAST" as well before you do the kick so which booster and does it take into account where you kick from? can you do a test on stationery quad leg? UNAC and compare and contrast
@@lesslighter that’s something I can do. One thing at a time tho, first I’ll go though general mechanics, then boosters / gens, then leg types, then nuances like that
Unfortunately they are confirmed to not return in AC6, as the devs explained AC6 is "combo based" and one-hit high-powered weaponry did not fit with that design. Side note though: the AC we see with the flamethrower and a complex salvo rig on the gameplay reveal trailer is using what seems to be called "Balteus", as seen in the Game Informer article. This is likely to be a full enemy AC, rather than an element/part though.
The generator disruption after the UW shuts down does technically not zero your output, using a very energy efficient build and the Giga Missile it's possible to maintain some energy regeneration even during the recovery phase. It's probably not worth it tho, pretty much only a tank can do that and since the UW purges your heavy weapons you'd have to run a fairly underpowered tank build otherwise.
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Will mention too that for cores the KE CA-215 is great since it also offers great Thermal Resistance along with decent energy conductivity. So your able to charge your UW fairly quickly while also mitigating some of the self damage from the UW. CE cores often trade the Thermal Resist for more Energy Conductivity UW charging speed, so it is worth the consideration in using it instead of the CE cores if you want to keep your AP healthy.
the overed weapons "hidden" mechanic as in the unlimited energy is pretty much the overlimit from AC2 revisited.... hence I think its why their class of weapons were named like that in the JP version just to say ohh yeah overlimit is back this includes the energy downtime you have until the generator stabilizes
Kicking frame increase is a hidden mechanic as well
@@bottleofrumster1 I don't notice about the kicking frame though... but since you are essentially lugging a giant "dead weight" from time to time and the kicking logic takes into your current weight into consideration its scary to think about the potential damage
@@lesslighter it’s inconsistent though. With that lightweight build I can only sometimes one shot other lightweights, but 2 shot is pretty average
@@bottleofrumster1 yeah so thats probably why people said you need to be "FAST" as well before you do the kick so which booster and does it take into account where you kick from? can you do a test on stationery quad leg? UNAC and compare and contrast
@@lesslighter that’s something I can do. One thing at a time tho, first I’ll go though general mechanics, then boosters / gens, then leg types, then nuances like that
First of all, congrats on the hundo subs! Secondly, I didn't know about the extra frame data with the UW-Kicking. That's truly interesting! ^_^
Thankyou sir
Overweapon: engaged
Com: *inaudible
Great video, thank you. There is frighteningly little content for ACV and this is very helpful.
You got it, thanks
Another note the higher your Firing Stability on your arms helps a ton for charging up.
So CE arms are goated
Charging up on the UWs??? Or do you mean just the charge hand weapons? I’ll have to test that
@Bottleofrumster charging up UWs
So you could get away with 3 shots with missile with the right build if i remember correctly
@@roswell3875 bad ass, I’ll have to check it out. Kinda funky that the arms affect it though lol
so the charging logic takes Firing Stability as a multiplier? with Energy conductivity as the base rate?
I hope these ultimate weapons make a return in fires of rubicon, as well as some new ultimate weapons!
Unfortunately they are confirmed to not return in AC6, as the devs explained AC6 is "combo based" and one-hit high-powered weaponry did not fit with that design.
Side note though: the AC we see with the flamethrower and a complex salvo rig on the gameplay reveal trailer is using what seems to be called "Balteus", as seen in the Game Informer article. This is likely to be a full enemy AC, rather than an element/part though.
there's also the weird interaction with the murakumo blade
The generator disruption after the UW shuts down does technically not zero your output, using a very energy efficient build and the Giga Missile it's possible to maintain some energy regeneration even during the recovery phase. It's probably not worth it tho, pretty much only a tank can do that and since the UW purges your heavy weapons you'd have to run a fairly underpowered tank build otherwise.