AC-Veteran Explains "How To Aim" In Armored Core 6 -

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  • Опубликовано: 8 окт 2023
  • Here's everything you need to know how to properly maximize your chances of hitting in Armored Core 6-!!
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Комментарии • 356

  • @TheRoyalSkies
    @TheRoyalSkies  9 месяцев назад +148

    For anyone who'd like to see what the data looks like written down - I've done my best to organize everything below:
    All "Lock-Speed" tests were done with the "Ocellus FCS" and the "Wrecker" and "Nachtreiher" arms to get both ends of the extremes - All results are "Average Seconds":
    [[Difference Between Optimal/Off Range With Hard-Lock:]]
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (HARD-Lock) = .58s
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (HARD-Lock) = 3.58s
    [[Difference Between Optimal/Off Range With Soft-Lock:]]
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (SOFT-Lock) = .33s
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (SOFT-Lock) = 1.33s
    [[Difference Between Hard/Soft Lock In Optimal-Range:]]
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (HARD-Lock) = .58s
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (SOFT-Lock) = .33s
    [[Difference Between Hard/Soft Lock in Off-Range:]]
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (HARD-Lock) = 3.58s
    (WORST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (SOFT-Lock) = 1.33s
    [[Difference Between Optimal/Off Range Comparisons "HardLock":]]
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (HARD-Lock) = .28s
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (HARD-Lock) = 1.52s
    [[Difference Between Optimal/Off Range Comparisons "SoftLock":]]
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (SOFT-Lock) = .20s
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (SOFT-Lock) = .66s
    [[Difference Between Hard/Soft Lock at Optimal-Range:]]
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (HARD-Lock) = .28s
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OPTIMAL Range) + (SOFT-Lock) = .20s
    [[Difference Between Hard/Soft Lock at Off-Range:]]
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (HARD-Lock) = 1.52s
    (BEST Firearm Specialization) + (BEST Close Range FCS) + (OFF Range) + (SOFT-Lock) = .66s
    [[Difference Between Optimal Softlock "Center Screen" vs Optimal Softlock "Un-Ceneter Screened":]]
    (WORST Firearm Specialization) + (BEST Close-Range FCS) + (OPTIMAL Range) + (SOFT-Lock "Uncentered") = .86s
    (WORST Firearm Specialization) + (BEST Close-Range FCS) + (OPTIMAL Range) + (SOFT-Lock"Centered") = .30s
    I hope this information helps you build your new ACs and have fun with the game :)

    • @playreach360
      @playreach360 9 месяцев назад +2

      Thanks a ton!! The way you explained everything with examples made this very clear for me.

    • @RX-93-2
      @RX-93-2 9 месяцев назад +1

      Haven't watched yet because im at work but that looks scary

    • @Gome.o
      @Gome.o 9 месяцев назад +1

      Scary good or scary bad? @@RX-93-2

    • @RX-93-2
      @RX-93-2 9 месяцев назад +1

      @@Gome.o looks like alot

    • @Maikeru64
      @Maikeru64 5 месяцев назад +1

      In your video when you test the difference in Firearm Specialization, you compare the times you got at 3:28 and 6:20 in order to demonstrate the difference between the arms with the best Firearm Specialization stat and arms with the worst. However the AC you use for each test is different. The second AC at 6:20 is clearly heavier than the AC at 3:28, and this would effect the thrust of the booster being used for the test. I know this seems nitpicky, but I run a double viento build with a pile bunker. I'm trying to find out if I should use the Basho arms or the VP-46D arms in this build but I need to know exactly how helpful the Firearm Specialization stat is since I Assault Boost circle enemies at the most extreme close range.

  • @eherden2169
    @eherden2169 9 месяцев назад +392

    This is the best visual demonstration of the lock on system I have seen. Awesome work!

  • @zenivinez
    @zenivinez 9 месяцев назад +277

    Even for experienced players this is so helpful because we make assumptions but I've never researched it like this what an amazing video.

    • @tybirous3417
      @tybirous3417 9 месяцев назад +8

      Honestly, this. It's nice to actually see it broken down and in action. My buddy plays mouse lock, I think he's gonna wreck face with a mid-range build.

    • @haydentravis3348
      @haydentravis3348 9 месяцев назад

      Can't wait for somebody with an actual brain to debunk this whole video, it's offensively misinformed.

  • @bandhi9
    @bandhi9 9 месяцев назад +125

    watching this made me appreciate how advanced this games combat system really is

  • @Mad_racc00n
    @Mad_racc00n 9 месяцев назад +97

    Conclusion of the video: the best and most balanced FCS in the game has to be Talbot. It's very effective both up close and middle distance (the two most used ranges) and has an ok missile guidance. I personally use it on 90% of my 60 mechs and it never let me down.

    • @norwardradtke1361
      @norwardradtke1361 8 месяцев назад +9

      Yeah bro I was using Talbot for 90% of things, besides the best long range one for some escort/rescue/defensive missions, but I recently started using the Research Institute FCS chip that has almost all 3 distance categories around 2/3 full (long range is the shortest of the three but it’s still pretty good imo). It’s the long skinny one with the slats running parallel to its design!

    • @Calvin_Coolage
      @Calvin_Coolage Месяц назад

      Yeah I basically swap between the Talbot, Abbot, and one of the Furlong FCS's for when I'm doing a missile heavy build.

  • @kamronowen6110
    @kamronowen6110 7 месяцев назад +16

    From should just patch this video into the game and pay this guy. This is a mandatory watch. I changed my whole AC build after seeing this and melted the CEL-240 boss

    • @Rationalstart
      @Rationalstart Месяц назад +1

      This is the best most accurate comment possible. Well done.

  • @TheNapster153
    @TheNapster153 9 месяцев назад +12

    I love how this video plays like an actual retired vet who's had enough of the shit of new Mercs spontaneously combustimg the moment their AC fantasy shatters from contact with reality.
    Great content I'll put into practice for when I get back in the game. Stay safe you old bird.

  • @ScienceRules118
    @ScienceRules118 9 месяцев назад +58

    Big caveat on this - if you’re mixing in missiles or other lock-on weapons, be aware that Missile Lock Correction is also an important stat for your FCS - a MLC stat over 100 reduces lock-on time by up to 50%, while a lower MLC nerfs lock-on times.

  • @Gome.o
    @Gome.o 9 месяцев назад +365

    Unfortunately I failed Math, so I don't think I can qualify as an AC Pilot 🤤

    • @Night--Shift
      @Night--Shift 9 месяцев назад

      😂

    • @Krystalmyth
      @Krystalmyth 9 месяцев назад +21

      Yeah I had a dream as a kid to be a fighter pilot. But I suck at math 😂 I would have never made it.

    • @Corusame
      @Corusame 9 месяцев назад +18

      Just whack on the biggest bazooka's and blast away lol

    • @johndelanie3649
      @johndelanie3649 9 месяцев назад +16

      That's what the implants are for

    • @tadferd4340
      @tadferd4340 9 месяцев назад +23

      Can I interest you in our totally ethical, not indentured servitude, Human PLUS program?

  • @KaisaCantCommunicate
    @KaisaCantCommunicate 4 месяца назад +4

    played ac6 for 300 hrs now.
    still coming back to your fundamentals.
    it's not only what you explain, it is also how you explain things.
    one could think, you do something with visualisation ... 😀

  • @OneBiasedOpinion
    @OneBiasedOpinion 9 месяцев назад +25

    I understood about 3/4 of this before coming into this video, but your demonstrations helped me grasp the last 1/4 as well as finally recognizing some bad practices I’ve been using in my own playthrough so far.
    Thanks a ton for doing this video!

  • @Staladus
    @Staladus 9 месяцев назад +14

    Its so weird seeing a channel I usually go to for 3d modeling help, teaching me how to aim better in AC6 lmao

  • @colbyboucher6391
    @colbyboucher6391 9 месяцев назад +22

    I'm SO happy that someone's figured out the exact ranges for close, med. and long range, it clears things up a lot. I've been searching for those numbers since launch. Also, soft lock times being screen region dependent is _super_ interesting. Actually, I wonder if that's largely what causes the difference between lock styles? Because hard lock only turns the camera once someone's at the edge of the screen?

    • @Arrowtomahknee
      @Arrowtomahknee 8 месяцев назад +16

      The range numbers are in the stats page on FCSs. If you activate the context helper (in the pause menu in the Stat screen) you can find what you need.

    • @yogxoth1959
      @yogxoth1959 5 месяцев назад +2

      What do you mean by that? There’s nothing to figure out. The numbers are literally in the game.

    • @colbyboucher6391
      @colbyboucher6391 5 месяцев назад

      Responding to these comments: Those numbers aren't telling you the distance, they're stats telling you (somehow, in From's vague way) how accurate the FCS is within those range brackets. I don't really get how you watched this video, saw how the actual distance of those range brackets is fixed and still think otherwise.

    • @Lastyearsjacket
      @Lastyearsjacket 5 месяцев назад

      There is a help button at the bottom of the screen, the following prompt has an option called contextual help that brings up an overlay. Contextual help allows you to hover any stat on the screen for more information. If you hover close range targeting, for example, it says helps with targeting up to (or within) 130m. The advice they gave you was correct. What you said is also true, the number on the close range stat tells you the speed that you'll pick up a target in that range. But there is also a way to see exactly what close, medium and long range means in meters, too.
      Contextual help, in most cases, can explain every stat in the game and what it means. Some things can still be confusing even with contextual help, but the target distances are very straight forward.

    • @colbyboucher6391
      @colbyboucher6391 5 месяцев назад

      @@Lastyearsjacket I swear that ai checked this exactly when the game released amd the help text for those stats was way more vague. I think it got patched at some point.

  • @Nick85
    @Nick85 9 месяцев назад +37

    Glad to see I came to conclusions that fit the bill for best practice. I appreciate you taking the time to explain the targeting system!

  • @arierizkydharmawan3352
    @arierizkydharmawan3352 8 месяцев назад +7

    Thank you for your detailed explanation. Especially regarding pre lock and lock phase. This made me understand, these 2 things make my aim good. This also allows me to save ammo too. Previously I just shot blindly and was confused why almost 50% of my shots didn't hit the target 😂

  • @bryanho7376
    @bryanho7376 9 месяцев назад +19

    Thank you for the detailed breakdown! Knowing what these stats actually does instead of relying on placebo gives me much more insight and confidence when build crafting! Definitely the best breakdown on this subject so far, especially hardlock vs softlock. I think the next skill gap for me will be utilizing both forms of locks in a fight.

  • @sbk09
    @sbk09 7 месяцев назад +5

    Excellent analysis & effort.

    • @TheRoyalSkies
      @TheRoyalSkies  Месяц назад

      Wow, thank you so much, and I'm so happy you enjoyed the info. You have an absolutely wonderful and Fantastic Day-!!

  • @drehasthebestbeats2874
    @drehasthebestbeats2874 9 месяцев назад +18

    You explained everything so well in this video, whether it was about the benefits of soft lock, the effects of firearm specialization, or even the way they all intertwine with each other as the player is in combat. Please keep making content; fresh content like this is always a needle in the RUclips haystack.

  • @matasa7463
    @matasa7463 9 месяцев назад +17

    I think that it is also worth noting, that unlike Melee Specialization on the arms, the Firearms Specialization doesn't increase ranged weapon damage output, only the lock-on speed. But the closed-range assist of the FCS does not affect your melee damage output.
    Therefore, you will have to consider what arm to take, if you do plan on using melee weapons.

  • @JaggedJack1
    @JaggedJack1 9 месяцев назад +9

    I have seen more than one video attempting to explain the targeting system in AC6 and this is by far the clearest and most informative one. Thank you!

  • @tmo7299
    @tmo7299 9 месяцев назад +5

    Dude thank you so much for this. Actually seeing each range distance was a godsend. I was having a hell of a hard time hitting things.

  • @heideknight9122
    @heideknight9122 8 месяцев назад +1

    I had no clue the arms made a difference and had no idea what the chips were changing. Thank you!

  • @Jociaoftrades
    @Jociaoftrades 9 месяцев назад +5

    I’ve been playing AC since AC2 and honestly I didn’t know this about lock. I did know about the dodge, but never the lock. Pretty damn awesome. Love how deep this games mechanics are.

  • @mannmann314
    @mannmann314 9 месяцев назад +3

    After learning to keep an eye on that retical more i save so much ammo and waste way less opportunities. I used to miss so many cause i was busy reloading from a mag dump that i missed 3/4 of the shots of

  • @alexthemarshmallow92
    @alexthemarshmallow92 7 месяцев назад +1

    I couldnt for the life of me figure out what exactly my friend was telling me when he was talking about how the aiming system works, this makes it way easier to understand. Thank you

  • @rcragemoddingenjoyingrcveh417
    @rcragemoddingenjoyingrcveh417 9 месяцев назад +1

    My goodness what in awesome presentation? I had no idea thank you for the help. I'm at the last boss of the third play through. So I'm gonna need this, but I've got my little helper coming in second phase.

  • @norwardradtke1361
    @norwardradtke1361 8 месяцев назад +2

    I wish those ranges were color coded into the lock reticle, for example green would mean you’re in the most effective range for your FCS chip, yellow, then red (for example if you were far away and using a close range FCS). Something I wish the creators would pick up on, because sometimes it can be dicey knowing what the right range is. I’m sure it would become ingrained after a while though

  • @spirothegamer
    @spirothegamer 7 месяцев назад +2

    Exhaustive targeting breakdown, an eye opener. Thanks!

  • @humanstew8866
    @humanstew8866 9 месяцев назад +3

    Didn't realize your aim mattered so much in soft lock, very helpful

  • @inigobirden2155
    @inigobirden2155 9 месяцев назад +2

    Explains why i've been able to manage dealing with even trickier enemies. I just by default always used the best firearm specialization arms with aim assist off using mouse and keyboard and I basically just let loose freely, interesting to see that I actually did make the correct choices there.

  • @astrusgn0013
    @astrusgn0013 9 месяцев назад +3

    This really helped me a lot on understanding the game mechanics. Explains a lot on the certain ac build I choose. Will keep this in mind from now😎

  • @dsagent
    @dsagent 9 месяцев назад +5

    I would like to add something very important. The effective range on some weapons are not accurate. Check your weapons in test mode.

  • @ericcaissie9137
    @ericcaissie9137 9 месяцев назад +7

    Gatling users: I'ma pretend I didn't see that

  • @zakumo9235
    @zakumo9235 9 месяцев назад +1

    The later part of the video when demonstrating the best firearm specialization arms, those arms I use almost in every build if I can because I always felt that stat was so good and turns out that feeling was true!

  • @notatallheng
    @notatallheng 9 месяцев назад +8

    I'm pretty sure the secondary reticles were in For Answer and possibly 4 as well. I fondly remember somehow managing to get handheld grenade cannons on lightweight arms and then watching the reticle crawl across the screen like a snail. That was when I discovered the joys of manual aiming.
    Of course, being 10+ years older now, I don't have the coordination to pull off that shit anymore...

    • @uhsund
      @uhsund 8 месяцев назад

      Yeah AC4 has it. I'm blind and didn't realize AC6 had this.

  • @Name_Lessness
    @Name_Lessness 8 месяцев назад +2

    You can use an advanced technique by counter boosting in the opposite direction and still hit without a lock on. This is often used with AOE weapons. Also if you're facing the direction of your opponent but they are outside your reticle you can still use a melee and hit as though they're right in front. I'm not sure if the fcs or arms makes this possible but it cripples the fastest opponents.

  • @RetroExhibitCollective
    @RetroExhibitCollective 7 месяцев назад +1

    Wow this is a CLASS A professional video, thanks so much for this! I just got the game last night and was curious about the targeting system. Really good video man thanks

  • @valroniclehre193
    @valroniclehre193 9 месяцев назад +3

    Really need to use the same target for all tests in order to remain consistent. The hard lock vs soft lock demonstration is invalidated because the soft lock target was heavier and slower than the hard lock target. No worries though science is hard.

  • @mentalchoasgaming4020
    @mentalchoasgaming4020 7 месяцев назад +1

    This. This is exactly what I've been needing. Thank you for the info. Couldn't be taught better.

  • @AnimeSoldierB
    @AnimeSoldierB 7 месяцев назад +2

    beaten the game fully, almost 100% aside from s ranking each mission, and i at no point actually understood fcs and optimal range, this alone gave so much more info than the game itself did

  • @jayrrr5187
    @jayrrr5187 9 месяцев назад +1

    Man..fantastic demos here I learned alot. Thank you!!

  • @avemarduk3718
    @avemarduk3718 9 месяцев назад +1

    I mainly just wanted confirmation as to whether or not keeping the enemy in the middle of the screen actually provides any sort of targeting bonus, but all of the other info certainly helps as well, great video. 👍

  • @Feedbackfile
    @Feedbackfile 4 месяца назад +1

    I'm pretty new to AC Series (I played the PS1 demo like 22 years ago) and i'm still trying to grasp how to play this with a controller. this tip is super useful, thank you.

  • @jasongouffray4202
    @jasongouffray4202 9 месяцев назад +3

    Killing it son! I love the metrics and math. Thank you! After the dodge video I changed my style. Then the update hit and the world got much better. Now, I need to update builds just a bit. Thanks again.

  • @PinkTuskedMammoth
    @PinkTuskedMammoth 9 месяцев назад +1

    Wow excellent video! I actually learned a lot from this (like why I have been doing so much better suddenly now that I switched back to controller and using more HL. Thanks for the upload!

  • @Towelie42O
    @Towelie42O 5 месяцев назад

    This was exactly what i needed! Thank u! Im new to AC6 and had a lot of questions about tracking in this game but u literally answered all my questions! Thank u man

  • @CreativityNull
    @CreativityNull 9 месяцев назад +3

    I take (minor) issue with the claim the FCS hasn't changed. The FCS used to determine the size and shape of the box you had to get a target inside of for it to start tracking. Thats all out the window now. To be fair, that's because a BUNCH of stuff changed with regards to camera controls, turning speed, locking, etc... Either way, not a big deal because it still affects lock timing.
    I do like not having to move my reticule over every enemy to lock missiles on now. That confused me in the beginning of AC6 but I eventually learned to like it (it didn't help that I just finished another playthrough of AC3 the day AC6 came out and started playing it lol)

    • @baval5
      @baval5 7 месяцев назад

      Thats actually a common misconception, you dont have to move your reticle over enemies to multilock, when you multilock it will automatically divide missiles evenly to all visible targets.

    • @CreativityNull
      @CreativityNull 7 месяцев назад

      @@baval5 please read my post again carefully and realize you're telling me shit I already know ❤️
      It worked differently in other games where you had to get the enemy inside your lockbox to target it with missiles and I had literally just come off another playthrough of AC3

  • @justpassingthrough7728
    @justpassingthrough7728 9 месяцев назад +1

    Thanks for explaining this with footage and numbers, this is the perfect video for this topic

  • @krukisstudios3955
    @krukisstudios3955 9 месяцев назад +1

    As someone who's planning on getting AC6 soon, this is really interesting stuff, and I must say thanks for this info i'd never figure out lol

  • @kyuboxincubox7556
    @kyuboxincubox7556 9 месяцев назад +14

    For me, I like the big heavy explosives that fire one shot and have to reload. It completely negates the need for any recoil control, since the recoil recovers by the time these slow cannons reload. But their massive weight means I actually need to prioritise arms load limit instead. I should definitely scroll through the store again though, see if there's anything bulky enough to actually hold my big guns while also having decent firearm specialisation.

    • @vmanog67889
      @vmanog67889 9 месяцев назад +3

      U have many options tbh

    • @w1mark275
      @w1mark275 9 месяцев назад +1

      Consider putting a melee weapon in your left hand and bypass the arm weight limit by putting the heavier weapon on your left shoulder.

    • @aaftiyoDkcdicurak
      @aaftiyoDkcdicurak 9 месяцев назад

      ​@@w1mark275his arms will just get overloaded when he switches to that weapon.

    • @w1mark275
      @w1mark275 9 месяцев назад +1

      @@aaftiyoDkcdicurak ?? How does that work? I've played the game with overloaded arms using this trick and I didn't see any drop in performance

    • @xianfa1708
      @xianfa1708 9 месяцев назад

      i use the melander c3 arms for a very balanced and versatile performance owO
      also has a nice add on shoulder shield where i can put my pinup decal for everyone to see Owo

  • @SuperSurferDan
    @SuperSurferDan 3 месяца назад

    Thank you for the information, I took your advice and it has made a big difference!😎

  • @folknerdragon4113
    @folknerdragon4113 9 месяцев назад +1

    This is why i love this channel. Helping me with understanding 3d animation, game development and learning how to git gud in ac. Hell yeah

  • @ElEscolta
    @ElEscolta 9 месяцев назад +4

    As someone new to AC, this is a huge help, wish it would have been explained in the tutorial stages, but here it pretty clear, now i understand why i feel like i was always missing

  • @w1mark275
    @w1mark275 9 месяцев назад +3

    Thankyou this is actually a very helpful video. One nice tip about high firearm spec arms, they often come with low arm-capacity which limits the types of weapons you can use with them, however with the help of the loading bay you can bypass this limit by equipping those weapons on your shoulder. This can let you enjoy your bullet hell dreams of double mininguns with maximum firearm spec. (perhaps not the best example, what you make up for lock time you might lose out on recoil. Definitely useful for the heavy laser rifle though)

    • @NatsuKen1
      @NatsuKen1 9 месяцев назад +1

      I believe when you swap out the bay weapons to your arms during combat, the change is tracked live and your ac receives the overweight penalities whenever it goes over. I haven't tested this yet but this was something consistent across the older games and logically makes sense why the game allows this trick when compared to something like EN Overload not letting you sortie at all.
      The logical bypass solution would be to swap between the heaviest weapons you have and never use them at the same time to avoid receiving the penalty. I think the penalty itself was a severe downgrade of performance with your targeting.

  • @jiffylou98
    @jiffylou98 9 месяцев назад +2

    This is like the most informative gameplay tutorial I've ever seen. Can you teach my Chemistry courses?

  • @wind369
    @wind369 9 месяцев назад +1

    This actually makes a lot of sense to me thank you for this

  • @HeroGetsu
    @HeroGetsu 9 месяцев назад +3

    I love these videos I haven’t played the game yet but I love supporting your content

  • @MajimaEnjoyer
    @MajimaEnjoyer 9 месяцев назад +1

    Everywhere I go, I see your recognizable voice, Blender, Unity, Unreal and now.... Armored core 6

  • @brentramsten249
    @brentramsten249 9 месяцев назад +3

    note: even when using soft lock if you have achieved 'lock' on your fcs and you fire your weapon (even if the enemy leaves your screen entirely) the weapon you fired will fire in the directly at the enemies predicted location
    this is only noticeable on weapons at the far end of big windup times (and will often save your bacon)

  • @NightmareBlade10
    @NightmareBlade10 9 месяцев назад +1

    Super useful info! I always thought that FCS was only for guided missile weapons, so I think I've been screwing myself over by leaving the default FCS on so many of my ACs!

  • @Rakshael
    @Rakshael 9 месяцев назад +1

    Such a good video, thank you so much for the quality info.

  • @artificialsoul4248
    @artificialsoul4248 9 месяцев назад

    This was a really well done video. Bravo.

  • @itsoup455
    @itsoup455 9 месяцев назад +1

    great video, the clarification of firearm spec and its effect is very helpful considering how there’s not a great ingame explanation. one thing id hope they’d change is how difficult it can be to keep track of target reticule and distance to target along with everything else, while you’re jetting around. The reticule doesn’t stand out enough in many scenarios and having to look at the distance in numbers then register if it’s within optimal distance takes a fair chunk of my focus

    • @gengarisnotinsmash...
      @gengarisnotinsmash... 9 месяцев назад +5

      It would be cool if they made the numbers and/or the box around them change colors with range. Maybe it could be a gradual change too, going from red at close range, orange at 130, yellow at around 180, green at 230, and blue anywhere beyond that. Then you could also compare it to your weapons optimal range and say "ok, when the color is yellow-orange the enemy is in range".

  • @dirtbones3694
    @dirtbones3694 9 месяцев назад +1

    this video was very helpful, thanks!

  • @wallacejohnson6846
    @wallacejohnson6846 9 месяцев назад +1

    Your explanation is so detailed. Been playing since Gen1.

  • @danh.2433
    @danh.2433 6 месяцев назад

    Awesome vid!! Great info

  • @ZeroMetal
    @ZeroMetal 9 месяцев назад +3

    i remember some people said AC6 pvp doesnt have much depth
    well now.... :)

  • @kadebass6187
    @kadebass6187 9 месяцев назад +3

    I wish they added gyro aim and bumped up the analog stick sensitivity by like 10x. This game feels like it was made with gyro aim in mind (for manual aim) but they just don’t know the idea of it akin to how with some languages they don’t have the word for a certain color so they use a color combination to name it

  • @redmm_9315
    @redmm_9315 9 месяцев назад +2

    Amazing video! Really helped explain targeting! Just wish we could change the color of the red target for those who don’t have the best vision

  • @cinemozer087
    @cinemozer087 6 месяцев назад +1

    Dude such a helpful video thank you 👍❤

  • @tamary.leitmotiv
    @tamary.leitmotiv 9 месяцев назад +1

    super helpful, many thanks !

  • @RichardHeiney
    @RichardHeiney День назад

    Damn, thanks for this man! Very detailed, very useful!

  • @runnergo1398
    @runnergo1398 5 месяцев назад

    I think this video changed the game for me. I'm starting to understand it all. Thank you. I hope I can take advantage of it not only in PVE, but also PVP.

  • @MechaBorne
    @MechaBorne 9 месяцев назад +2

    Thank you for explaining this to me like I'm stupid. Targeting makes me feel very stupid.

  • @alexxdavila
    @alexxdavila 9 месяцев назад +1

    Awesome video thank you for this

  • @JohnDoe-cz3dh
    @JohnDoe-cz3dh 9 месяцев назад +1

    A lot of people needed this I tried getting other ac veterans to make a aiming video

  • @wasdwazd
    @wasdwazd 6 месяцев назад

    This video has greatly increased my understanding of how the targeting systems in this game work, and I am confident that I will be a better pilot for it. Thank you.

  • @CynicVash
    @CynicVash 7 месяцев назад +1

    Ahhhhhhh that’s why I can keep a lock. I figured there was something to it and now it makes sense. Thank you!🙏🏽

  • @kangweiyan7012
    @kangweiyan7012 5 месяцев назад

    Amazing explanation video!

  • @RedOfFlames
    @RedOfFlames 9 месяцев назад +1

    Reminder that the tradeoff for soft lock’s bonuses is that you can’t strafe without firing. Dont rely on it too much!

  • @makingmarv2844
    @makingmarv2844 9 месяцев назад +1

    Nice video, great info

  • @adc2422
    @adc2422 9 месяцев назад +6

    Thanks for the raw I and explanation of how things work. Since unlocking it, I've used arms with max fire arm specialization, but this really helps, and tells me what the ideal ranges of the targeting systems are: 0 - 130 / 130 -260 / 260 and above. That helps because I was under the previous assumption the targeting systems component really only effected missile lock.

  • @hf117j
    @hf117j 9 месяцев назад +7

    Oh boy, you might not like this. I just throw my builds together in a few seconds. I know just how in depth it can get. The way I play is just get in comfort zone, smash enemy.

    • @jackmesrel4933
      @jackmesrel4933 9 месяцев назад

      Hey, if it ain't broke, don't fix it

  • @whitehuayra
    @whitehuayra 6 месяцев назад +1

    I was struggling with the last boss until i realized(thanks to this video) that i was canceling my lock on the entire playthrough. Once i learned to leave the stick alone after im locked onto an enemy and be more patient with when to fire, it made this game so much more fun!( and easier)

  • @randyrandelson8879
    @randyrandelson8879 5 месяцев назад +1

    4 month old, still helping new AC pilots to get their sh1t done.
    Thank you, great explaination.

  • @QuestionableObject
    @QuestionableObject 9 месяцев назад +2

    what a really want is a way to keep my AC facing my camera direction without needing to use hardlock so I can more easily strafe and not need to turn to fire when I'm focusing on dodging...

  • @pro_154
    @pro_154 9 месяцев назад +1

    I suggest for future reference you call the pre-launch phase locking and the locked phase intercepting because that's what they're really doing
    I personally love of using faster interlock a meeting for my play style with mix of manual Aim for crazy pressure. I only got a few videos of my current buuld tho

  • @chuysaucedo7119
    @chuysaucedo7119 5 месяцев назад

    This is gold! Thanks

  • @griffin1095
    @griffin1095 7 месяцев назад

    Amazing video! For me in PvP it’s still very hard to pin down what is really better between hard lock and soft lock. I’ve seen many pvp streamers just go for hard lock since it’s still so effective despite being so much less work, also lets you focus more on movement in close quarters rather than your camera. Soft lock seems to be better for ranged players, which in the current meta is super overpowered with rats who can just run away from everything.

  • @keithsimpson2685
    @keithsimpson2685 8 месяцев назад +1

    Since the FCS takes "perfect lead" you can dodge shots even without breaking the lock by chagning direction after you see a muzzle flash.

  • @xianfa1708
    @xianfa1708 9 месяцев назад +2

    this is a better presentation than most "detailed guide to" videos ive ever seen. NICE JOB >w

  • @papasmoke5279
    @papasmoke5279 9 месяцев назад +1

    Seriously well done

  • @InimicalDivinity
    @InimicalDivinity 9 месяцев назад +4

    I spent so much time in the simulation mode over the years that I gathered everything in this video on my own. I didn't have any terminology for what was happening, but soft locking came naturally.

  • @greatestraver
    @greatestraver 9 месяцев назад +1

    This is nice....solid, clean, tested data. Allmind would be pleased

  • @txips
    @txips 9 месяцев назад +3

    This video helps a lot on how to understand the power of the FCS assist in the lock system. Thank you for putting this together for the AC6 community.
    Cheers!

  • @FoldingScreenMonkey
    @FoldingScreenMonkey 7 месяцев назад +1

    This is really interesting. I'll probably stick to hard-lock and a controller while I'm finishing the campaign, and if I get into online play I'll dive into my and soft lock

  • @Mangfera
    @Mangfera 9 месяцев назад +2

    This sounds like me when I'm trying to explain how to play to my buddy who can't find the square button

  • @F3L3453
    @F3L3453 9 месяцев назад +2

    New sub i just learned alot of info from this vid

  • @teancrumpets5685
    @teancrumpets5685 8 месяцев назад +1

    listening to you explain mechanics feels like im getting bootcamp training from rusty

  • @ericwalker6477
    @ericwalker6477 6 месяцев назад

    I needed this. I’m stuck on Balteus and brute forced my way so far. He’s basically the Genechiro of AC6 where you have no choice but to learn how to play