You know what would be interesting? When a firearm runs out of ammo, instead of throwing it away, we use it as melee and they differ based on design and weight. But some don’t last long. I do agree, we do need a melee weapon on the right hand.
I'm open to melee weapons on both sides, as long as the netcode doesn't cause pure melee builds to teleport like in ACfA. Using a firearm that's out of ammo as a melee option could also be hilarious. Imagine trying to smack someone with a Karasawa. 😂
@@dsaBOSS An example of this idea came from Armored Core 4’s Intro at the end when the AC used it’s left hand gun as a thrusting weapon to melee into the Normal.
Ducketts are fine,they're not nearly as oppressive as the Vientos were for a bit. The laser shotgun has been one of my favorite weapons in AC6 since the early patches that gave it more ammo, and it was already strong last patch. In fact, I don't think it even needed the last two buffs it got, it was already strong. I just hope it doesn't become overused, it really needs a specialized build to work.
The fact that Ocellus also carried the Vientos on something like the Basho arms says a lot. The laser shotgun really shines now, but as you said, only specialized builds can make good use of it.
I really think there are fundamental issues with the combat that should be addressed that can really affect weapon balance in terms of pvp. Nerfing weapons/parts is only gonna do so much.
Refining some of the mechanics would make a noticeable impact. Not sure if they will, but it would certainly help. At least the balance updates are a step in the right direction. Although, I'm not sure why kites/rats can still backpedal faster than any build assault boosting forward.
@@dsaBOSS being a gamedev myself, only theory I could come up with as to why that is is because of overlooked mathematics, causing things to go faster in a curved angle than it is a straight one.
stagger, kiting, heavyweight statchecks etc etc frankly, the first iterations of AC games are traditionally rough. hope they figure this out/eliminate the stagger mechanic in the next installment.
@@EXWildWolf That would make sense, seems like an oversight or weird intention given how the previous titles were with back pedaling and over boosting. If you don't mind me asking, what do you work on as a game dev?
as much as I love ducketts, they didn't need an impact buff, they needed a range buff as Zimms are still better though if my s promotions taught me anything this season is that ducketts can at least compete with zimms though zimms still have an advantage. So, I say keep the impact buffs, it helps push the meta in the right direction, but I would also like to see buffs to the lesser used weapons too!
Zimmerman can also get an immediate stagger, so it's nice that Duckett can compete in that regard. More buffs for less used weapons would be nice *cough* Ransetsu AR *cough* among others.
Looking back, I'm surprised FromSoft didn't properly HUMAN PLUS any campaign enemies. I've always thought the Truenos needed to act like regular missiles or at least not completely stance most ACs for it to work the way it seems intended to work. Imagine if Rusty, Freud, and Raven could all strafe while they fired their shoulder cannons? Or Cold Call hitting you with a Wuerger spike on the move. I originally planned to play through the campaign on quads but I greatly disliked the way Hover Mode felt. I'll often feather Ascend while moving and I could never adjust my rhythm. Then when we finally got lightweight quads FromSoft removed the ability to fire stance weapons on the move from *all* quad legs, requiring Hover Mode. I eagerly await the sequel to this game.
Firing stance seems to be a middle ground to Human Plus/OP-I. I'm just glad they got rid of needing to be completely stationary to fire certain weapons, even though the slight pause in firing stance can be annoying at times (i.e. firing Truenos).
Man it’s been a while since I’ve played AC6. Still on the sparking zero hype train. I’ll make sure to give this build a try since I’ve never done a quad mech before. Great video Boss, hope your doing ok.
@@dsaBOSS depends on what your looking for. If you loved the other tenkaichi games then your going to love this game. The game is unbalanced as in for example, kid buu is much stronger than nappa but that’s what makes it fun. It’s a true fan game for sure.
@@dsaBOSS indeed they did. There are a few new things to learn but the main thing one has to learn for sure is the defense. Damn it’s tough getting used to. I’d love to see videos of rank matches. I haven’t played any online matches yet but I’m almost done 100% the stories and I got to say, some alternative stories and sparking episodes are kind of cool. I recommend the game 100% if your a true fan. It’s a must have.
The fun of being able to repeatedly unleash charged blasts with those is the mindset that led me to building a Nebula Tank. Just find something viscerally fun about constantly moving and unleashing destructive charged energy blasts.
What I found to be pretty useful with the double laser shotguns is dual Trueno. Use them if the enemy keeps trying to play safe and kite you, or if your opponent is trying to put pressure on you. The shots build up a lot of stagger on the enemy, allowing for some direct shots with high damage. Or if you managed to stagger them with the laser shotguns, the direct damage multiplier from the shoulder weapons can lead to a deadly combo. Ngl though, I think the Trueno could use a slight buff. The homing lock time and EN load in particular are a bit much for just for homing weapons.
Also while I'm talking about buffs, the Lammergeier could use a slight buff too. The nerfs were necessary, though now it seems too flimsy and risky to use. Perhaps slightly increasing its armor and weight capacity would do.
@@GawainW Dual Truenos are great punishers and a favorite combo of mine. Not sure if LAMM really needs a buff. It should have some risk vs reward. Missile rats still abuse these legs and only have to worry about a few builds that can keep up with them.
@@dsaBOSS yes! Commander Michigan frame with Walter core, I love to use all charged attacks, because for me are faster to deliver instead simply shot, you can also use blast radius on the ground, is very powerful
don't get me wrong I love Ducketts but their stagger rate is too high The last patch had a far stagger rate but I do agree the velocity should increase but balance out the stagger rate cause that sometimes can make matches onesided cause there were matches I was in where player will just run from me and I'd have to give chase which kinda ruin the fun of the game. so that's my take on that
The stagger build up is nuts, assuming all your shots land. I wonder if a velocity buff would've been as noticeable. As things are, kites/rats hard counter duckett builds.
Duckets are fine, although I would've preferred a velocity buff instead. And yeah, laser shottys are ridiculous. Happy to see them get some love (wish bipedals were better at charge builds)
I'm trying a build with 2 of these, but also with the stun baton. I really wanted to make it have both the lammer legs and the strongest generator for energy weapons, but the energy supply doesn't fit by about 1000 points, even by making some sacrifices elsewhere. I don't wanna sacrifice too much though. I had very few fights with it with biped legs and was successful. I need to play with it more. I also made a heavier version with heavier quad legs too, but have yet to try it.
Let me know how it goes with that heavier tetrapod. Putting together this build made it difficult going back to something heavier with how much speed and firepower it offers.
@@dsaBOSS (by the way of course the heavier tetra isn't using the strongest energy firearm spec. generator as the legs are too power hungry) tried it once and went bad >_> the dude had the flamethrower and two gatling guns, it would melt me. staying barely in range for the normal shots would work better but he still won. I couldn't play very much yesterday because in ranked there was a super laggy dude who was playing on wifi no doubt. unplayable.
IMO, to be fair, duckett do not need a buff, what we need right now is a buff on weapon projectile speed and buff the weapon damage, nerf accumulate impact on all weapons that isn't related to explosive, buff the damage, adjust the stagger mechanic and EN output in-game, having an EN bar that isn't recovery continuously like oldgen works is very frustrated, but this would also affect the game campaign, which everything I type above, hopefully these will applied on future 6.5.
My poor laser pistols do NOTHING but look cool compared to literally every other handgun/shotgun weapon. They are so irrelevant they shouldn't exist at this point cause I never see anyone but me use them.
While not common, laser pistols are very solid. I have a few ACs that run them and they melt most things. Be sure you're using the right generator to increase their damage. If you need some input, I'd be happy to help.
@@dsaBOSS you're referring to the generator with 150 laser stat, or the 128 and 120? I'm aware of them but even with those equipped, the dps/impact is just invisible compared to literally every other option I have and I have tried my hardest. The moment I swap to dual laser rifle (smallest one) there's just no comparison. I'm suddenly an actual threat instead of a disco ball. That being said, sure. I'd love to hear anything that could make them actually viable.
@@SeraphimDragon Gotcha, the laser rifle buff did push it out of the laser pistol's shadow. The key to making the pistols work is to focus on their chip damage and having shoulder weapons that compliment them. Auroras pair nicely, missiles in general can do the trick, since the pistols are not ideal for staggering.
It's funny that you call it a CQC weapon and compare it to the zimmerman when it seems you mostly use them as handheld laser cannons. Not a problem for the weapon of course and I do agree they seem pretty good now! Just a weird comparison to make given you seem to mostly use the actual shotgun mode to ping down ACs that are near death.
Fair observation, except the charged attack explosions is what causes massive stagger buildup that's comparable to the Zimmerman at close range. Hence, the comparison.
@@dsaBOSS Yeah I guess so. They just seem more comparable to shit like the majestic or the other laser weapons tbh, unless you're speaking purely on power level and not on playstyle at all. Still I ain't mad this is just a nitpick. Good vid :)
General thing in this game game is Heavy biped > Heavy RJ > Tetras and Tanks > anything mid or light lol. A build on a LW or MW biped is usually better on something heavier. Blame the braindead assault boost mechanic
I've been wondering for quite a while what would happen if the Zimmerman's received a firing stance. You could no longer use it during an assault boost and you would now be forced to shoot two, one after the other. Would most people just drop it altogether or would it simply turn into a weapon better suited to tetrapods and tanks?
I've been wondering this myself. It would probably result in the latter, which isn't a bad thing IMO. I know some RUclipsrs say Zimmerman shouldn't be touched, just buff everything else, but that doesn't resolve the issue of it having widespread usage because it has little to no drawbacks.
While i hate zimmers and think they should be nerfed I also think charged melee attacks on all melee weapons need to have buffed stagger. Soo many times an idiot zimmer heavy can wreckless charge in I MAKE the read get the charged laser blade to hit but they just shrug it off instant stagger me, get a stagger extension with the Zimms, then kick me for over half my hp.
Imagine if Ac6 had weapon arms with zero recoil as in older games
They were a lot of fun, I miss them.
Wishing for them to come back in the next AC game
@@recyclomasterI'm sure they'll make a return. Also hoping for shoulder extensions to come back.
Missile defence my beloved@dsaBOSS
@@rednuclearmc3856 It's sorely missed.
What we truly need is a melee weapon on the right hand!
You know what would be interesting? When a firearm runs out of ammo, instead of throwing it away, we use it as melee and they differ based on design and weight. But some don’t last long.
I do agree, we do need a melee weapon on the right hand.
I'm open to melee weapons on both sides, as long as the netcode doesn't cause pure melee builds to teleport like in ACfA. Using a firearm that's out of ammo as a melee option could also be hilarious. Imagine trying to smack someone with a Karasawa. 😂
@@dsaBOSS An example of this idea came from Armored Core 4’s Intro at the end when the AC used it’s left hand gun as a thrusting weapon to melee into the Normal.
@@cireoath336 I remember that, I was disappointed we couldn't do that in AC4. 😥
Duel welding the ocillous. True pincer maneuver
Ducketts are fine,they're not nearly as oppressive as the Vientos were for a bit.
The laser shotgun has been one of my favorite weapons in AC6 since the early patches that gave it more ammo, and it was already strong last patch. In fact, I don't think it even needed the last two buffs it got, it was already strong. I just hope it doesn't become overused, it really needs a specialized build to work.
The fact that Ocellus also carried the Vientos on something like the Basho arms says a lot. The laser shotgun really shines now, but as you said, only specialized builds can make good use of it.
I really think there are fundamental issues with the combat that should be addressed that can really affect weapon balance in terms of pvp. Nerfing weapons/parts is only gonna do so much.
Refining some of the mechanics would make a noticeable impact. Not sure if they will, but it would certainly help. At least the balance updates are a step in the right direction. Although, I'm not sure why kites/rats can still backpedal faster than any build assault boosting forward.
@@dsaBOSS being a gamedev myself, only theory I could come up with as to why that is is because of overlooked mathematics, causing things to go faster in a curved angle than it is a straight one.
stagger, kiting, heavyweight statchecks etc etc
frankly, the first iterations of AC games are traditionally rough. hope they figure this out/eliminate the stagger mechanic in the next installment.
@@NightfallGemini Not being able to fire and dodge at the same time is my biggest gripe with the combat.
@@EXWildWolf That would make sense, seems like an oversight or weird intention given how the previous titles were with back pedaling and over boosting. If you don't mind me asking, what do you work on as a game dev?
Everything's an uphill battle against Lammergeier legs.
Good point. 😂
as much as I love ducketts, they didn't need an impact buff, they needed a range buff as Zimms are still better though if my s promotions taught me anything this season is that ducketts can at least compete with zimms though zimms still have an advantage. So, I say keep the impact buffs, it helps push the meta in the right direction, but I would also like to see buffs to the lesser used weapons too!
Zimmerman can also get an immediate stagger, so it's nice that Duckett can compete in that regard. More buffs for less used weapons would be nice *cough* Ransetsu AR *cough* among others.
Looking back, I'm surprised FromSoft didn't properly HUMAN PLUS any campaign enemies. I've always thought the Truenos needed to act like regular missiles or at least not completely stance most ACs for it to work the way it seems intended to work. Imagine if Rusty, Freud, and Raven could all strafe while they fired their shoulder cannons? Or Cold Call hitting you with a Wuerger spike on the move.
I originally planned to play through the campaign on quads but I greatly disliked the way Hover Mode felt. I'll often feather Ascend while moving and I could never adjust my rhythm. Then when we finally got lightweight quads FromSoft removed the ability to fire stance weapons on the move from *all* quad legs, requiring Hover Mode. I eagerly await the sequel to this game.
Firing stance seems to be a middle ground to Human Plus/OP-I. I'm just glad they got rid of needing to be completely stationary to fire certain weapons, even though the slight pause in firing stance can be annoying at times (i.e. firing Truenos).
Man it’s been a while since I’ve played AC6. Still on the sparking zero hype train. I’ll make sure to give this build a try since I’ve never done a quad mech before. Great video Boss, hope your doing ok.
I'm good, quad ACs are a lot of fun. How's Sparking Zero? Thinking about picking it up myself.
@@dsaBOSS depends on what your looking for. If you loved the other tenkaichi games then your going to love this game. The game is unbalanced as in for example, kid buu is much stronger than nappa but that’s what makes it fun. It’s a true fan game for sure.
@@SonicClod Those games were some of my favorites at the time. Sounds like they stayed true to form.
@@dsaBOSS indeed they did. There are a few new things to learn but the main thing one has to learn for sure is the defense. Damn it’s tough getting used to. I’d love to see videos of rank matches. I haven’t played any online matches yet but I’m almost done 100% the stories and I got to say, some alternative stories and sparking episodes are kind of cool. I recommend the game 100% if your a true fan. It’s a must have.
The fun of being able to repeatedly unleash charged blasts with those is the mindset that led me to building a Nebula Tank. Just find something viscerally fun about constantly moving and unleashing destructive charged energy blasts.
It's a blast (no pun intended). Nebula tanks are one of those builds I have a love/hate relationship with. Fun to use, scary to go up against.
What I found to be pretty useful with the double laser shotguns is dual Trueno. Use them if the enemy keeps trying to play safe and kite you, or if your opponent is trying to put pressure on you. The shots build up a lot of stagger on the enemy, allowing for some direct shots with high damage. Or if you managed to stagger them with the laser shotguns, the direct damage multiplier from the shoulder weapons can lead to a deadly combo.
Ngl though, I think the Trueno could use a slight buff. The homing lock time and EN load in particular are a bit much for just for homing weapons.
Also while I'm talking about buffs, the Lammergeier could use a slight buff too. The nerfs were necessary, though now it seems too flimsy and risky to use. Perhaps slightly increasing its armor and weight capacity would do.
@@GawainW Dual Truenos are great punishers and a favorite combo of mine. Not sure if LAMM really needs a buff. It should have some risk vs reward. Missile rats still abuse these legs and only have to worry about a few builds that can keep up with them.
Hey man! Good job! I do almost the same things in my channel, I use all 4 laser shotgun to have always a charge ready to deliver, my compliment! :)
Thanks! Can't go wrong with quad laser shotguns, especially on a tetrapod.
@@dsaBOSS yes! Commander Michigan frame with Walter core, I love to use all charged attacks, because for me are faster to deliver instead simply shot, you can also use blast radius on the ground, is very powerful
don't get me wrong I love Ducketts but their stagger rate is too high The last patch had a far stagger rate but I do agree
the velocity should increase but balance out the stagger rate cause that sometimes can make matches onesided cause there were matches I was in where player will just run from me and I'd have to give chase which kinda ruin the fun of the game. so that's my take on that
The stagger build up is nuts, assuming all your shots land. I wonder if a velocity buff would've been as noticeable. As things are, kites/rats hard counter duckett builds.
"its amazing how many people want this thing nerfed after they just got buffed." oh nooo that aged terribly
I think that aged perfectly lol. Not even Etsujin got nerfed this quickly.
Duckets are fine, although I would've preferred a velocity buff instead. And yeah, laser shottys are ridiculous. Happy to see them get some love (wish bipedals were better at charge builds)
Didn't Coquillett out DPS the Duckett before the buff? That might be the main reason they focused on buffing its attack power.
I just want the mechanics of FOR ANSWER back. Every time i see the overshield i think PRIMAL ASSAULT and the KOJIMA nuke attack
The Primal Armor system was a better stagger mechanic IMO.
You're the boss
🫡
I'm trying a build with 2 of these, but also with the stun baton. I really wanted to make it have both the lammer legs and the strongest generator for energy weapons, but the energy supply doesn't fit by about 1000 points, even by making some sacrifices elsewhere. I don't wanna sacrifice too much though.
I had very few fights with it with biped legs and was successful. I need to play with it more.
I also made a heavier version with heavier quad legs too, but have yet to try it.
Let me know how it goes with that heavier tetrapod. Putting together this build made it difficult going back to something heavier with how much speed and firepower it offers.
@@dsaBOSS (by the way of course the heavier tetra isn't using the strongest energy firearm spec. generator as the legs are too power hungry)
tried it once and went bad >_> the dude had the flamethrower and two gatling guns, it would melt me. staying barely in range for the normal shots would work better but he still won.
I couldn't play very much yesterday because in ranked there was a super laggy dude who was playing on wifi no doubt. unplayable.
IMO, to be fair, duckett do not need a buff, what we need right now is a buff on weapon projectile speed and buff the weapon damage, nerf accumulate impact on all weapons that isn't related to explosive, buff the damage, adjust the stagger mechanic and EN output in-game, having an EN bar that isn't recovery continuously like oldgen works is very frustrated, but this would also affect the game campaign, which everything I type above, hopefully these will applied on future 6.5.
I would expect those kinds of changes in a sequel/DLC as well. Unless they're already laying the ground work for AC6 behind the scenes.
My poor laser pistols do NOTHING but look cool compared to literally every other handgun/shotgun weapon. They are so irrelevant they shouldn't exist at this point cause I never see anyone but me use them.
While not common, laser pistols are very solid. I have a few ACs that run them and they melt most things. Be sure you're using the right generator to increase their damage. If you need some input, I'd be happy to help.
@@dsaBOSS you're referring to the generator with 150 laser stat, or the 128 and 120? I'm aware of them but even with those equipped, the dps/impact is just invisible compared to literally every other option I have and I have tried my hardest. The moment I swap to dual laser rifle (smallest one) there's just no comparison. I'm suddenly an actual threat instead of a disco ball.
That being said, sure. I'd love to hear anything that could make them actually viable.
@@SeraphimDragon Gotcha, the laser rifle buff did push it out of the laser pistol's shadow. The key to making the pistols work is to focus on their chip damage and having shoulder weapons that compliment them. Auroras pair nicely, missiles in general can do the trick, since the pistols are not ideal for staggering.
Ngl I've been rooting for the pilebunker guy entire time
So was I. It's bitter sweet going up against fellow Pile Bunker enjoyers.
It's funny that you call it a CQC weapon and compare it to the zimmerman when it seems you mostly use them as handheld laser cannons.
Not a problem for the weapon of course and I do agree they seem pretty good now! Just a weird comparison to make given you seem to mostly use the actual shotgun mode to ping down ACs that are near death.
Fair observation, except the charged attack explosions is what causes massive stagger buildup that's comparable to the Zimmerman at close range. Hence, the comparison.
@@dsaBOSS Yeah I guess so. They just seem more comparable to shit like the majestic or the other laser weapons tbh, unless you're speaking purely on power level and not on playstyle at all.
Still I ain't mad this is just a nitpick. Good vid :)
0:28 I guess that explains my lack of success with them... Or I'm just bad
Give this build a try. I guarantee you'll notice a difference in performance.
General thing in this game game is Heavy biped > Heavy RJ > Tetras and Tanks > anything mid or light lol. A build on a LW or MW biped is usually better on something heavier. Blame the braindead assault boost mechanic
i don't think duckett need a nerf, it has some solid weak MU
I also believe its weaknesses keep it in check.
I legit made a strider with these like 2 weeks ago lol
Nice! How're you liking it? It's become one of my favorite loadouts after the update.
@@dsaBOSS its strong but rough against shields
I've been wondering for quite a while what would happen if the Zimmerman's received a firing stance.
You could no longer use it during an assault boost and you would now be forced to shoot two, one after the other.
Would most people just drop it altogether or would it simply turn into a weapon better suited to tetrapods and tanks?
I've been wondering this myself. It would probably result in the latter, which isn't a bad thing IMO. I know some RUclipsrs say Zimmerman shouldn't be touched, just buff everything else, but that doesn't resolve the issue of it having widespread usage because it has little to no drawbacks.
While i hate zimmers and think they should be nerfed I also think charged melee attacks on all melee weapons need to have buffed stagger. Soo many times an idiot zimmer heavy can wreckless charge in I MAKE the read get the charged laser blade to hit but they just shrug it off instant stagger me, get a stagger extension with the Zimms, then kick me for over half my hp.
This build DEF feels like it could be the king of brainrot gameplay
Nah, that title still belongs to the missile rats.
It’s still baffling to me that coquillets have more recoil per shot than ducketts
Does it really? I haven't used them in a while, but I think they also did more damage than Ducketts pre-buff.
Yeah its cause they fire faster
So laser shotguns are a Kurosawa without plasma / charge time / cooldown
Aaaaaah the bunk.......
Can't go wrong with a Rubiconian handshake.
@@dsaBOSS Balem truly has the greatest minds!
@@crobopulusmichael9097 Balam engineering at its finest.
Love the shity microphone
Is it really that bad? Maybe I should upgrade it.
@@dsaBOSS keep it, it has a certain charm to it.
Believe or not, some Japanese you-tuber have instructions on how to raw bunk people :D As if bunking staggering opponent is not hard enough. :P
That sounds wild. I've pulled off a few raw bunks, but I'll check it out.
fight duckets all the time, I would prefer to fight them more than half the shit you see lol.
Can't catch a break. Makes for good content though. 😁
offta
I got first place on ranked xbox. There are many salty haters hahahhahahahaha
firsties
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