NOTE: Bipedal: Tian-Qiang actually got a buff to AP that wasn't mentioned in the patch notes. It now has 5.3k AP which means that it has even higher defensive score/cost than the dessert! Also, blunder on my part. For the QB reload time of tank legs, they tend to be longer than stated because of the weight of tank legs themselves.
I feel like with that accounted for, between their score, cost, load, jump, and relatively low weight, they're the best all-rounder heavy bipeds! Edit: Although, if the load isn't needed, the Dessert make a compelling case, as you say.
I think even more amazing is how far you quick boost when you touch the ground. I was originally very confused with the jump distance stat. It's especially usefull if you use a booster that doesn't have too much quick boost duration to still cover long distances very quickly.
For real though Chrightt you are my favorite AC6 content creator. Not just that, but any game you produce content for, you are always make the most informative and thorough videos of anyone.
Honestly, what really elevated my AC6 level from capable to really proficient was learning how to utilize kicks to the best of my ability. For my first playthrough and a half or so, I never used kicks or even rocket boosting really (didn't even bother with unlocking kicks until the second wave of OST boosters) and it was fine but I found the game to be pretty challenging. Then I unlocked kicks and accidentally did one, chunking my opponent's health. Never went back. It's amazing how much more damage you can milk if you kick at the end of an enemy's ACS downtime.
boost kick is also an efficient mobility option for tank builds, since they don't stop at the end of the kick animation like the other leg types, you can chain boost kicks to cover long distances quickly without wasting much energy.
But is it more effective against the ai than blasting them with both a charged shot from the coral variant of the plasma rifle followed by an earshot cannon round? (Or the other way around)
@@anthonyanderson9771 Not only is it arguably the best dodge when considering how long your increased movement lasts(lol Balteus missiles), it's one of the strongest maneuvers you can do for purely offensive reasons. Went under the AC to avoid attacks while your battery charges? Jump and slash/punch/kick them in the face.
Spring chicken is great for cheesing ibis, cuz you can jump to dodge a lot of her aoe, plus you can carry heavy ordinance to completely make a mockery of her.
Kasuar/Nachtreiher body. Hu-ben gatling BU-TT/A (butter) sword Dual 6-shot missile launchers. This is my AC I used for the entirety of NG+, liberator of rubicon. It was the first one I built towards on my first run, but I experimented more until I finally ran up against Ayre. Once I hit her, I had to go back to the above to work her down. RJ jumping too good for dodging boss BS.
one thing worth mentioning is the physics of the boost kicks. because one issue i've found with bipeds, reverse joints and tetrapods is that where stops your forward momentum, which can be dangerous if you whiff. tank treads do not have this issue, as you'll just fly past your enemies, without stopping. this also turns the boost kick into an efficient mobility tool on tank builds.
It is also worth noting that reverse joints almost have the opposite effect compared to tank legs: they pull back quite far after a kick. The recovery is still pretty scary, but I've missed important shots while trying to punish rjoint kicks because of that pullback.
@@gengarisnotinsmash... Huh, that's interesting. the reverse joints being like that is probably why I've been struggling so much to get the pilebunker to work then. Guess i'll have to figure out a legs/booster combo that makes more sense for it.
@@just-a-purple-ork well, if you ACS-overload someone with a kick, you should be able to quickly QB to partially cut the recovery animation and load the pile bunker during the boost to hit once you reach the target. although, I haven't actually tested if you can cut short the kick recovery of reverse-joints by quick-boosting like with bipeds.
@@cridus_Unfortunately, in my experience as a pile bunker enjoyer, boost kicks won't let you land the pile bunker. Its charge attack is only a hair shorter than ACS overload stun, so you have to start the attack FAST. I'm talking like, probably within a quarter second or so after they begin to stagger. When you boost kick them, it knocks them a good distance away from you. Even canceling out with a quick boost to close the distance, the two animations just take too long to complete. You can't get off a full pile bunker charge before the enemy can move again and instantly quick boost away from you.
I'm actually quite fond of the Kasuar. The reverse joint kick/boost interacts in an interesting way with boosters that have higher reload times but also longer jet duration. This can lead to you covering a lot of distance per boost and with the longer reload time, you can't really boost again until you hit the ground anyway. So, you get another grounded boost when it's ready again. The biggest difference between it an a biped leg (other than the obvious) is that you have to be more intentional with the Kasuar. For bipeds, you can constantly correct your position with quick reload speeds, but the kasuar lets you make much larger corrections.
AC games have always had a bias towards bipedal legs, but the numbers in this game are extra skewed. I was floored when I saw a parts list and saw only 2 quad legs. Hopefully we get some DLC that fleshes out the non-bipeds significantly.
I agree, its ridiculous how limited everything but standart bipeds are, specially tetras. Deffinetly needs a light-weight model and a super-heavy too. Tanks need a lighter "floater" and reverse-joints could use a balance buff to the light one and maybe an alternate mid-weight.
@@Darkja There's a lot they could do with various stats and unique aspects, honestly. How about a tetrapod with a high jump height to help get back into the air? How about a heavy tetrapod that doesn't get pushed back by weapons fire at all while hovering? Why not make tetrapod hover speed a stat and then you can make faster and slower ones, make the amount of energy used a stat and then you can have one that specializes in extremely low energy use but maybe slower speed, that would allow more of a focus on aerial boosting and not just flat hovering? Tanks already have all the stats from their built-in booster, play with that some more. Maybe one has super fast or super long quick boosts but slower unboosted movement, or one that has very low boost cost to allow quick directional changed. Maybe one has super long, super maneuverable drifts to better emphasize that facet of tank maneuvering. And yeah, we need more varieties of "hover tank", particularly some that can move faster would be super fun if tank legs are going to be the stand-in replacement for the hover legs of old. How about a reverse leg that jumps higher when you ground boost. How about one that can wall jump? How about one with claws that it can use to stop on a dime, making it super twitchy and swift? Or, ya know, do none of that and just do basic weight, defense, and aesthetic differences. I wouldn't hate that either, TBH. It wouldn't be as interesting, but it would still allow more tweaking within those special classes and more different aesthetics, which is always welcome.
it’s funny you mention the quad things, because hovering energy cost and hover speed are actually technically able to be uniquely set per leg, as well as hover QB speed
@@ElecManEXE I agree, there is so much potential, legs now more than ever determine a complete diferent playstyle, just as much if not more than weight, yet FROM seems hellbent in not exploring and expanding that concept, concept that THEY keep talking about, they say that they want variety and exploration yet 3 complete playstyles out of 4 are grossly underused. Its like they actively hate the entire concept of non-biped legs. And many PvPers dont help this either, they are also really biased against anything non-biped, oh, they pay lip service to wanting "variety", but only as long as its just the variety they approve of and doesnt defy the status-quo.
Something I've found with the tank legs, is that usually ascent speed and EN consumption is so poor that you save energy by assault boosting at a high an angle and usually gain significantly more altitude doing so because of the speed.
The Nachtreiher have been my favorite since the very beginning. I struggle a little with the low weight limit, but I've found the speed and evasive capabilities more than make up for it Great video! It's helped a lot with building some of my heavier ACs
I mentioned this on I believe your booster video but the altitude that reverse joint grounded quick boosts reach is inversely proportional to quick boost duration, meaning that if you’re running the fluegel or particularly the 12345, you can quick boost much more often.
Yep, this is true. For Bipeds, QB duration increases time you're in jump while RJ reduces it. Granted, they're still too floaty on the RJs and don't go nearly as far even with higher QB duration.
Well, just a personal opinion, but I want to frikin Object on Kasuar's bad rep in this vid. 1. Kasuar is one if not the best leg for a H&R or "Diver" build by having the lightest weight and highest Jump stat (both height and distance) and not everyone can keep track on a full jump of a kasuar leg with ease for aiming anything at close range so basically negates most of retaliation method. Easiest field example with kasuar and its build: Being a feather weight-Light weight build on 61k-65k range. With emphasis on close range fights between 0-100m (for me, it was 0-70ish), you can Jump in on an unsuspecting enemy from 150m easily and dump most of your damage then peace out faster than most people can react to you, or keep on the aggression by jumping over them when they tries to turn facing you, forcing them to keep track on you without doing any hits because either they try to keep aiming at you for a good shot or just entirely misses. 2. Before patch 1.31, this leg is an absolute perfect match with any dual zimmer build due to it can just Jump in unsuspected > unload double zimmer for instant ACS break > break punish with back weapon(in my case being Trueno since on 0 range you can easily shot it without fully lock-on) or kick them to next week and either keep the aggression or run away for another dive to either same target or different target if it's a 3v3 match. Now you can just replace the double zimmer with something else that can ACS break in a short combo like laser lance + sweet sixteen or something I rest my case
If you plan on using a kick on a stunned enemy, get a few shots in first since the kick can extend the stagger duration by a small amount since they'll be stuck in a "oh shit i got kicked" animation for a sec or two afterwards. Great way to extend a punish combo if you need just a little more time to reload your big guns but the enemy will recover before they finish reloading.
Shout out to my fellow Kasuar users! ^-^ Although I do use Nacht legs from time to time as they are pseudo-reverse joints. Great video, tempted to go Nacht legs fulltime
Lol I made a Kasuar leg build just for the challenge, I ended up with a high risk high reward close range build that's pretty fun to play. The trick is to think vertically, areal quick boosts don't have the weird hop to them, and with the right booster/generator combo you can usually get an areal quick boost mid hop Also, neat trick for the heavy tank treads, you can quick turn fairly fast while in assault boost! If you do this in a zigzag you can cover a surprising amount of ground if you have high energy capacity. Works with other legs as a way to charge at an enemy without getting absolutely wrecked by missiles or cannons, but it's even more useful with treads since they don't quick boost too well
9:15 Digitigrade means standing on toes. "Reverse joint" legs are digitigrade. The "reversed" joint in question is actually the ankle, and not reversed at all. Nachtreiher is plantigrade, same as Bipedal legs. They just look weird.
Me like HAL. Looks sick, high stats, high stability, good jump stats for a medium weight so you can still move quickly despite them being on the heavier side of medium weight.
I find using Gridwalker with Kasuar really covers each other's weaknesses very well. Sure, you're not Natricher mobile with your quick boosts, but your huge jump height on top of the highest upward thrust/low midair cost means you can take to the air extremely quickly. I use them with a VE-20B/Ephemera core build that has Aurora/VP66LS guns :)
THe biggest weakness of Kasuar legs is the low weight limit, and Gridwalker boosters definitely don't help with that. It seems like the only way to use Kasuar legs is to intentionally overburden yourself. Otherwise your build does pathetic damage AND dies in 2 hits. The vertical mobility is very rarely worth accepting those weaknesses when you could just use Mind Beta or Nachtreiher legs.
@@NivomandasrailSure, but when you're using VE-20B, the primary limiter to what weapons you can carry tends to be VE-20B and the low EN output before you run into weight issues. The only weapons that tend to buck this trend are bazookas, but there's no point in running them when the whole point of that generator is the maxed EN Firearm Spec, which offers +25% damage and -50% charge/reload time to any equipped energy firearm. With patch 1.03.1, Aurora is the first missile launcher to have that spec, but the rest are handheld weapons.
I didnt know the hal and basho werent worth it compared to the melander until now. I like the hal legs for the fashion and attitude stability tho. Good vid
I use HAL for their high attitude stability (for bipedals). I was using Firmeza, but the speed wasn't helpful when I got staggered all the time. The HAL allow me to take more hits without getting staggered, and for a very modest EN load. Not only that, they have very decent jump distance, which gives me the effect I wanted from Firmeza with a lot higher AP
Unused EN Load HAS a useful purpose: it increases EN Supply Efficiency. You might think thats not important because of how fast your energy already recharges on the ground, but in the air, a high enough score can get you a meaningfully fast recharge rate while falling. You can combine the AG-T-005 Hokushi Engine with its incredibly high EN Output to Weight ratio, the Gridwalker Boosters with their superior upward thrust characteristics, and a high output adjustment core to achieve permaflight without the coral engine gimmick. A En Supply Efficiency Score of 7000-8000 is what you want to aim for; the higher it is and the lighter your AC is the less finesse it takes to maintain permaflight.
He's talking about weight load limit. You shouldn't put on legs that can support a heavier weight because their cost is higher than the load you are currently carrying. Even for defense you may as well find another part to supplement the defense like the core or arms. Basically if you have spare weight on your legs, you should probably just use lighter legs. That said, he doesn't really consider Stability all that much in the video. I assume it's apart of the defensive capabilities of the leg, but as a stat it's a completely different consideration from AP and the 3 defenses in my eyes.
A heavy biped build does have advantages over tank treads: -much wider angle at which you can assault boost (flies better) -much more responsive, if you actually try to avoid getting hit as well (maybe it's just bornemisza's bigger hitbox, but it feels like heavy bipeds dodge better).
Love your content. And just for funs in terms of pronounciation : Nachtreiher = Nart (like ART with a N in front) - Rai (like in RAIse) - Her (insist a bit on the H like if it was doubled). It is a name of a heron (bird) breed in german language, which also fit with the thematic of that whole frame of being pretty agile and nimble.
Reverse joints charge kick/ double zimmer/direct impact missile (6x or 8x) was my favorite way to play at release. The amount of stagger this build was pumping out with an aggressive playstyle was a thing of beauty.
I've been killing time by making my own spreadsheets for AC6 recently, so it was neat to see that someone as meticulous as you also thought that load limt + weight was an important stat. It makes the categories much more visible, especially for the bipeds. I'd post the sheet but it would feel weird posting my own on your video, aheh.
Chrightt! I can't believe you! You had the perfect setup and you through it away! Why are the Legs the Soul of your Armored Core? Because that's where your feet are. 😝
Never really gave the Bornemissza a chance after seeing the boost speed on the stat sheet (what can I say? I love my lightweights), but seeing it hit 300 effortlessly has given me second thoughts. Thank you for the vid!
The light treads are great, but treads have drifting while ground boosting, so take that to account when evading. You can go for hell on wheels style with that build as it allows firing weapons that normally require being stationary to shoot. Its natural counter being ACs built to track fast moving targets. The EMP grenade launcher will also annoy PvP when paired with the appropriate tactics that capitalize that status.
@@kazj4908not hard locking on and knowing when to use the quick-boost enhanced turning tanks get is a big step up for usability ngl, lock on spins you around so quickly that your tank tries to turn a direction you didn’t intend and just kills the momentum, I had to really get used to free aiming to feel comfortable with them and not have them suddenly slow to a crawl because the enemy is fast and jerked my camera around
Nachtreiher. Never ceases to confuse me, because you think it's a reverse joint but it's actually a biped. Also, great guide once again. Helps when you want to build better designs.
technically, the nachtreiher legs are not mounted with a reverse joint if you look closely, the of the leg below the knee joint just kind of suggests that
They also benifit from the high jump distance affecting grounded quick boosts, without suffering from the rj unique boost, where they pop up in the air, not allowing you to chain leg assisted quick boosts
@@sirpuffball6366 Hence why I say they always confuse me. It was only recently that I found out the Nachtreiher was actually a biped, because from the start of the game I've always assumed it to be a reverse joint due to its performance.
Great vid, just one correction: you said that tank legs' QB Reload Ideal Weight is equal to their load limit, so if you stay within their load limit your QB reload will always be fastest, but the legs' own weight is taken into consideration for Ideal QB Reload, but not for load.
Here are 3 things I have foudn personally regarding 3 legs: 1) Basho's extra jump distance and speed is not to be underestimated. I think it has probably the smoothest side hops and general hops of any Biped. Great with a ground-based build using the Speed thrusters. you can circle hop while peppering your opponent with guns and avoiding return fire by throwing off the enemy fcs. 2) I said this before but 12345s on the Mind Beta seems to eliminate almost all landing lag of the grounded boosts that the reverse joints have. This is very unorthodox, but it does provide a unique vector of movement via a build that does nothing but grounded quick boosts to move around. Worth a shot although I haven't found its best use. Seems to pair well with redlines generators and gives enemy fcs tracking some trouble. 3) This hardly needs saying a light build using the VP-424s can reach quit fasts speeds while retaining a lot of stability. Ap sucks but a quad melee using the Pulse blade and more importantly the plasma thrower is a terrifying melee force that hardly requires the hover and nearly always has access to a punish melee attack when the enemy is in acs overload. You can also run a fast tetra with dual guns to utilize the hover to be able to maintain altitude and rain bullets (or in my build's case lasers) down on the opponent. this version of the build sacrifices back weaponry power however so it's very preference based. Both quad speed builds should be hitting roughly 340-350 boost using either alula or speed thrusters. Not the fastest but the benefit of precise altitude control helps make up for that.
@@Josukegaming Quad as in quad legs or the tetrapod legs. The armaments on my tetrapod (quad) melee build are left hand pulse blade, left shoulder plasma thrower, right shoulder huxley, right hand 4-missile hand missile launcher.
hey ch-right bro, i followed your build u made played it for a quite while, u rly are good at what u do, u rly know what u doing bro, that build has like 80% + victory rate, very well optimized, very well thought out build, ty brada, keep on keeping on!
Great video as always, but I’m a so disappointed you didn’t go into how the tank leg boosters function. Specifically, QB reload speed is heavily reliant on weight for tank legs and I was wondering how/if the different tank legs had different thresholds for QB reload and other similarly effected stats. The booster video you put out said you would cover the tank leg boosters in this video. Hoping that you’d give us a graph like the normal booster got but instead of boost speed it would be QB reload. Maybe you’ll give this topic it’s own video later or when there will be more tank legs to compare like when they release DLC. 🤞 Got to give you the benefit of the doubt with all this excellent content you put out for the AC and Elden Ring community. Especially, in the face of these recent updates. Looking forward to your next release. Thank you for everything you do!
He said in the video (19:17) that the QB reload stat for each tank leg is exactly equal to its load limit, so as long as you aren't overburdening your tank legs you're getting minimum QB reload time out of them. Their other booster stats should function exactly like other kinds of boosters.
Wrecker legs are good for breaking that all important 2000 attitude stability barrier to tank assault armor trades. important to note that the fortaleza stability was nerfed so that the max stability you can achieve is 1999, therefore you cant trade assault armor with those legs
I know Nachtreiher is is a very popular leg, but as someone that switched to heavyweights after chapter 3 it's interesting just how much the jump affects how you can play it, the fact it has almost double the jumping ability of the other 3 lightweight bipeds while retaining the fastfall means tap-jumping can be used entirely in place of quickboosting on the ground. And the score/cost reflects that too. It's an interesting offensive leg that can happily take lower weight boosters like the MULE with the extra weight spent on more defense or weapons.
The statement about tank treads having optimal boost time if you don't overburden them is false, they actually lose their qb reload very easily. You can check this very easily. On a side note I have yet to find a build where you actually want the wrecker legs.
I actually really like the Kasuar legs for one major reason: they're excellent at close range, whether it's dodging or throwing off tracking. They're so damn fun to use with dual Vientos and a melee weapon.
Played almost always with bipeds/reverse. Quads are not my thing because to hover safely you have to be far away from the enemy, but gaining altitude is difficult and leaves me with low amount of energy (unless using redline engine). Most fun I had was using light(er) mechs. 60t close-mid range mech with 2x6 missiles, dagger and a weapon of choice is just 'chef's kiss'.
I could be missing some stuff but the Ve-42B/Hover Tank legs are just the best of in air combat. I tried Tetrapod legs and their hovering was really fun, but I often found myself falling pretty quickly to the ground.
That would be a generator choice and build problem. You can run red-line generators and easily stay afloat on tetras Even for bipeds/RJs you can get a quick enough supply recharge with high enough efficiency to float forever.
It's like you forgot about your combined weight + load limit stat when you got to talking about tanks. If you use your entire tank load limit, you'll be way over the QB reload ideal weight. The Bornemissza is very hard to keep at the ideal QB weight without either stapling a silly little core on top of its enormous hull, or giving up on the tank's main draw of having a lot of heavy weapons.
LMAO yeah, I did actually. I was like, wow this is pretty convenient. Now that I think about it, my tank QBs have all been relatively long (but I mostly run wheelchairs so the QB difference isn't that big unlike the heavy tank legs). Added to pinned comment.
@Chrightt you are a real statistics wizard my man!! I needed to point this out, because I keep reading "number crunching" jargon referred to you, but that does not make any justice to your work! You study the data, produce/search for useful metrics and then provide meaningful conclusions!! You sir are a Statistician through and through! Do you happen to be a scientist?
Kasar is my favorite and I don't like you talking bad about it, but I also agree with you because all you have to do is equip one shoulder weapon and your overburdened.
In the chance we do one day see any form of DLC or update that introduces new parts, I would love to see the return of a "speed quad" If they can give us the wheelchair tank treads I don't see why a quad of a similar speed profile would be so impossible to ask for
Kasuar is actually good for melee builds since you can alternate between QB and melee cancel to move around while having a better kick than nachtreiher.
Ive been using the spring chicken for my pvp setup. Run the stun needle, zimmerman, pilebunker and weaponbay your left for a laser dagger. Low damage but if your energy is depleted and the enemy tries to run its got 3 separate lunges for each swing.
The boat legs also have a fantastic built-in booster for AB with AB values comparable to the dedicated AB booster Buerzel, so it can retain a surprising amount of mobility for its weight class.
I like to use the alba set with the Schneider reverse joint legs, turning on a dime mid air and high sustainability in the air is an easy eay to annoy your opponent, the legs guve a much needed boost to liftoff
Tldr: Bipeds require the most thought, use for either speed energy efficiency or for AESTHETIC Lightweight: (dont use these) Reverse joint: ya got two, pick one Tetra: FOLLOW MICHIGAN Tank: Tanky
Reverse joint unique quickboost that lifts you into the air ever so slightly just undermines their high jump height and jump distance stats I find it very counter productive, as those only matter if you are on the ground! If you want to quickboost multiple times in rapid succession, you only get to apply jump distance once the rest are technically in the air. If you want to transition to aerial combat after a quickboost and leverage your awesome 80m vertical jump, you’re already 20m in the air so you’ll have to either wait to touch the ground first or burn energy to fly an extra 60m. They should either remove that “feature” or make it provide enough extra altitude that it actually matters.
Exactly, that thing ruins RJ for me I still don't understand why would they put you in the air after qb it makes you slower since the aerial time after qb is very slow and annoying to play with.
I don’t wanna be a bother but I do watch your videos while I’m at work. I love your videos and find them very informative as a whole. My only problem is it’s hard to see the acs from a distance due to the dark coloring.
the kasuars definitely deserve some sort of buff, as they are now they just lose out to the nachtreiher legs, which are clearly supposed to be a middle ground between bipeds and reverse legs
Yeah - I really wish we had a couple more reverse joints (Or even digitigrades like the nachtreiher) just for this reason alone. Right now with the bipeds being so over-represented, only the gundam aesthetic fans are eating well.
The Nachtreiher/42e legs should NOT be bipedal. I know they ARE, but they visually don't fit. They have TWO knee joints in a horizontal, not vertical position, and the leg moves the exact same way as the reverse joint legs (outside of not getting the extra jump and boost distance). Tell me I'm wrong.
@@Chrightt I am in no way qualified to give my advice here so take my opinion with a grain of salt, but just from a viewer’s perspective due to the length of your content I usually miss the last 2-3 minutes of each video, could I suggest mentioning your book closer to the beginning so more people get shown it?
I went through NG with reverse joint, used the full Hal/IBIS set for NG+ and NG+2, now i think i might've found my true love with tetrapod. Lets me carry all the heavy murder goodness I was missing out on whilst not being nearly as ungodly slow as smelly stinky tank bits.
In the same way Dark Souls had notable Poise breakpoints, does AC6 have notable Stability breakpoints? I met someone who hated Reverse Joints for Stability reasons, but I have won too many matches with them to be convinced.
Don't think so, but having 2000 impact can tank an assault armor if you're doing a direct trade. Imo, not that useful though cause its still easily broken by a bit of poise damage anywhere.
NOTE: Bipedal: Tian-Qiang actually got a buff to AP that wasn't mentioned in the patch notes. It now has 5.3k AP which means that it has even higher defensive score/cost than the dessert!
Also, blunder on my part. For the QB reload time of tank legs, they tend to be longer than stated because of the weight of tank legs themselves.
I feel like with that accounted for, between their score, cost, load, jump, and relatively low weight, they're the best all-rounder heavy bipeds!
Edit: Although, if the load isn't needed, the Dessert make a compelling case, as you say.
@@SyntaxDaemon The Dessert legs are a hard sell even with
@@agentoranj5858 Yeah I don't personally see myself using the Dessert unless for fashion.
So basically, now tian is the go to legs for heavy biped
Were the Lammergeier quad legs only added after this video, or did you leave them out for a reason? What's your opinion in them?
"there are more bipeds than reverse joints, tetrapods, and tanks combined"
which is a _CRIME,_ by the way!!
Reverse joint legs are my absolute favorite, i just love the high jump
They also kick very hard.
Same here. I think my love of reverse joint legs comes from love of the Marauder/Marauder II mechs.
" whos need to jump when you got this BULK!"
I think even more amazing is how far you quick boost when you touch the ground.
I was originally very confused with the jump distance stat. It's especially usefull if you use a booster that doesn't have too much quick boost duration to still cover long distances very quickly.
sadly the reverse legs take longer to trigger the kick (lets be honest its a drop kick) so its easier to wiff than biped kicks
For real though Chrightt you are my favorite AC6 content creator. Not just that, but any game you produce content for, you are always make the most informative and thorough videos of anyone.
And for Elden Ring!! I call him the statistics wizard! Not a mere "number crunching" activity!
Honestly, what really elevated my AC6 level from capable to really proficient was learning how to utilize kicks to the best of my ability. For my first playthrough and a half or so, I never used kicks or even rocket boosting really (didn't even bother with unlocking kicks until the second wave of OST boosters) and it was fine but I found the game to be pretty challenging. Then I unlocked kicks and accidentally did one, chunking my opponent's health. Never went back. It's amazing how much more damage you can milk if you kick at the end of an enemy's ACS downtime.
boost kick is also an efficient mobility option for tank builds, since they don't stop at the end of the kick animation like the other leg types, you can chain boost kicks to cover long distances quickly without wasting much energy.
But is it more effective against the ai than blasting them with both a charged shot from the coral variant of the plasma rifle followed by an earshot cannon round? (Or the other way around)
@@dutchvanderlinde248 the kick is for when earshot is reloading.
@@windhelmguard5295 Bring two.
@@dutchvanderlinde248 i do.
but they're both reloading.
I found myself using Spring Chicken a lot just to carry good weapons, and mostly relying on the jump for dodging.
Same. Jumping all over the place while shooting missiles is very fun for me
Idk if most people know that the jump is a free, spammable dodge. So helpful.
@@anthonyanderson9771🤨📸
@@anthonyanderson9771 Not only is it arguably the best dodge when considering how long your increased movement lasts(lol Balteus missiles), it's one of the strongest maneuvers you can do for purely offensive reasons. Went under the AC to avoid attacks while your battery charges? Jump and slash/punch/kick them in the face.
Spring chicken is great for cheesing ibis, cuz you can jump to dodge a lot of her aoe, plus you can carry heavy ordinance to completely make a mockery of her.
You can take my Kasuars from my cold, dead, hands
Kasuar/Nachtreiher body.
Hu-ben gatling
BU-TT/A (butter) sword
Dual 6-shot missile launchers.
This is my AC I used for the entirety of NG+, liberator of rubicon.
It was the first one I built towards on my first run, but I experimented more until I finally ran up against Ayre. Once I hit her, I had to go back to the above to work her down. RJ jumping too good for dodging boss BS.
one thing worth mentioning is the physics of the boost kicks.
because one issue i've found with bipeds, reverse joints and tetrapods is that where stops your forward momentum, which can be dangerous if you whiff.
tank treads do not have this issue, as you'll just fly past your enemies, without stopping.
this also turns the boost kick into an efficient mobility tool on tank builds.
It is also worth noting that reverse joints almost have the opposite effect compared to tank legs: they pull back quite far after a kick. The recovery is still pretty scary, but I've missed important shots while trying to punish rjoint kicks because of that pullback.
@@gengarisnotinsmash... Huh, that's interesting. the reverse joints being like that is probably why I've been struggling so much to get the pilebunker to work then.
Guess i'll have to figure out a legs/booster combo that makes more sense for it.
@@just-a-purple-ork well, if you ACS-overload someone with a kick, you should be able to quickly QB to partially cut the recovery animation and load the pile bunker during the boost to hit once you reach the target.
although, I haven't actually tested if you can cut short the kick recovery of reverse-joints by quick-boosting like with bipeds.
@@cridus_Unfortunately, in my experience as a pile bunker enjoyer, boost kicks won't let you land the pile bunker. Its charge attack is only a hair shorter than ACS overload stun, so you have to start the attack FAST. I'm talking like, probably within a quarter second or so after they begin to stagger. When you boost kick them, it knocks them a good distance away from you. Even canceling out with a quick boost to close the distance, the two animations just take too long to complete. You can't get off a full pile bunker charge before the enemy can move again and instantly quick boost away from you.
@@Tigersight0 well, shit.
I'm actually quite fond of the Kasuar. The reverse joint kick/boost interacts in an interesting way with boosters that have higher reload times but also longer jet duration. This can lead to you covering a lot of distance per boost and with the longer reload time, you can't really boost again until you hit the ground anyway. So, you get another grounded boost when it's ready again.
The biggest difference between it an a biped leg (other than the obvious) is that you have to be more intentional with the Kasuar. For bipeds, you can constantly correct your position with quick reload speeds, but the kasuar lets you make much larger corrections.
AC games have always had a bias towards bipedal legs, but the numbers in this game are extra skewed. I was floored when I saw a parts list and saw only 2 quad legs.
Hopefully we get some DLC that fleshes out the non-bipeds significantly.
I agree, its ridiculous how limited everything but standart bipeds are, specially tetras. Deffinetly needs a light-weight model and a super-heavy too. Tanks need a lighter "floater" and reverse-joints could use a balance buff to the light one and maybe an alternate mid-weight.
@@Darkja There's a lot they could do with various stats and unique aspects, honestly. How about a tetrapod with a high jump height to help get back into the air? How about a heavy tetrapod that doesn't get pushed back by weapons fire at all while hovering? Why not make tetrapod hover speed a stat and then you can make faster and slower ones, make the amount of energy used a stat and then you can have one that specializes in extremely low energy use but maybe slower speed, that would allow more of a focus on aerial boosting and not just flat hovering?
Tanks already have all the stats from their built-in booster, play with that some more. Maybe one has super fast or super long quick boosts but slower unboosted movement, or one that has very low boost cost to allow quick directional changed. Maybe one has super long, super maneuverable drifts to better emphasize that facet of tank maneuvering. And yeah, we need more varieties of "hover tank", particularly some that can move faster would be super fun if tank legs are going to be the stand-in replacement for the hover legs of old.
How about a reverse leg that jumps higher when you ground boost. How about one that can wall jump? How about one with claws that it can use to stop on a dime, making it super twitchy and swift?
Or, ya know, do none of that and just do basic weight, defense, and aesthetic differences. I wouldn't hate that either, TBH. It wouldn't be as interesting, but it would still allow more tweaking within those special classes and more different aesthetics, which is always welcome.
it’s funny you mention the quad things, because hovering energy cost and hover speed are actually technically able to be uniquely set per leg, as well as hover QB speed
@@Darkja
Me who used hovers for mobility and above water combat in past AC gsmes
@@ElecManEXE I agree, there is so much potential, legs now more than ever determine a complete diferent playstyle, just as much if not more than weight, yet FROM seems hellbent in not exploring and expanding that concept, concept that THEY keep talking about, they say that they want variety and exploration yet 3 complete playstyles out of 4 are grossly underused. Its like they actively hate the entire concept of non-biped legs.
And many PvPers dont help this either, they are also really biased against anything non-biped, oh, they pay lip service to wanting "variety", but only as long as its just the variety they approve of and doesnt defy the status-quo.
The legs are the soul. The pilot is stored in the groin
Same!!
That's why it's called a COCKpit
The literal cockpit
We're balls deep in our AC.
Time to thrust into action.
Something I've found with the tank legs, is that usually ascent speed and EN consumption is so poor that you save energy by assault boosting at a high an angle and usually gain significantly more altitude doing so because of the speed.
I've seen someone suggest to keep spamming "kicks" to cover distance in the air quickly while even conserving energy XD
I think tetrapods do this too
15:07 this is actually wrong, the Tian Qiang legs have 5300 AP now, making them basically hands-down the most efficient heavyweight bipeds in the game
Oh wow, I didn't see this cause their patch notes only mentioned attitude stability/jump distance >.> Let me add a note, thanks.
Thanks for making these, I really appreciate all the work you put into these videos, especially having pictures of the part in question.
The Nachtreiher have been my favorite since the very beginning. I struggle a little with the low weight limit, but I've found the speed and evasive capabilities more than make up for it
Great video! It's helped a lot with building some of my heavier ACs
I mentioned this on I believe your booster video but the altitude that reverse joint grounded quick boosts reach is inversely proportional to quick boost duration, meaning that if you’re running the fluegel or particularly the 12345, you can quick boost much more often.
Yep, this is true. For Bipeds, QB duration increases time you're in jump while RJ reduces it. Granted, they're still too floaty on the RJs and don't go nearly as far even with higher QB duration.
I’m always proud when I see the parts I’m using, and chright identifies the same strengths that I chose them for.
Well, just a personal opinion, but I want to frikin Object on Kasuar's bad rep in this vid.
1. Kasuar is one if not the best leg for a H&R or "Diver" build by having the lightest weight and highest Jump stat (both height and distance) and not everyone can keep track on a full jump of a kasuar leg with ease for aiming anything at close range so basically negates most of retaliation method.
Easiest field example with kasuar and its build:
Being a feather weight-Light weight build on 61k-65k range. With emphasis on close range fights between 0-100m (for me, it was 0-70ish), you can Jump in on an unsuspecting enemy from 150m easily and dump most of your damage then peace out faster than most people can react to you, or keep on the aggression by jumping over them when they tries to turn facing you, forcing them to keep track on you without doing any hits because either they try to keep aiming at you for a good shot or just entirely misses.
2. Before patch 1.31, this leg is an absolute perfect match with any dual zimmer build due to it can just Jump in unsuspected > unload double zimmer for instant ACS break > break punish with back weapon(in my case being Trueno since on 0 range you can easily shot it without fully lock-on) or kick them to next week and either keep the aggression or run away for another dive to either same target or different target if it's a 3v3 match. Now you can just replace the double zimmer with something else that can ACS break in a short combo like laser lance + sweet sixteen or something
I rest my case
If you plan on using a kick on a stunned enemy, get a few shots in first since the kick can extend the stagger duration by a small amount since they'll be stuck in a "oh shit i got kicked" animation for a sec or two afterwards. Great way to extend a punish combo if you need just a little more time to reload your big guns but the enemy will recover before they finish reloading.
Shout out to my fellow Kasuar users! ^-^
Although I do use Nacht legs from time to time as they are pseudo-reverse joints.
Great video, tempted to go Nacht legs fulltime
Lol I made a Kasuar leg build just for the challenge, I ended up with a high risk high reward close range build that's pretty fun to play. The trick is to think vertically, areal quick boosts don't have the weird hop to them, and with the right booster/generator combo you can usually get an areal quick boost mid hop
Also, neat trick for the heavy tank treads, you can quick turn fairly fast while in assault boost! If you do this in a zigzag you can cover a surprising amount of ground if you have high energy capacity. Works with other legs as a way to charge at an enemy without getting absolutely wrecked by missiles or cannons, but it's even more useful with treads since they don't quick boost too well
9:15 Digitigrade means standing on toes. "Reverse joint" legs are digitigrade. The "reversed" joint in question is actually the ankle, and not reversed at all.
Nachtreiher is plantigrade, same as Bipedal legs. They just look weird.
They have the knee put quite far back, which throws you off, but yeah if you look closely they are indeed just bipeds. Very cool design nevertheless
@@MrChoklad I think the _bent shins_ do more to throw people off. The angle looks like it should be a joint, but isn't.
This channel provided what is conveniently a college course for AC pilots.
Thank you!
Me like HAL.
Looks sick, high stats, high stability, good jump stats for a medium weight so you can still move quickly despite them being on the heavier side of medium weight.
I find using Gridwalker with Kasuar really covers each other's weaknesses very well. Sure, you're not Natricher mobile with your quick boosts, but your huge jump height on top of the highest upward thrust/low midair cost means you can take to the air extremely quickly. I use them with a VE-20B/Ephemera core build that has Aurora/VP66LS guns :)
THe biggest weakness of Kasuar legs is the low weight limit, and Gridwalker boosters definitely don't help with that. It seems like the only way to use Kasuar legs is to intentionally overburden yourself. Otherwise your build does pathetic damage AND dies in 2 hits. The vertical mobility is very rarely worth accepting those weaknesses when you could just use Mind Beta or Nachtreiher legs.
@@NivomandasrailSure, but when you're using VE-20B, the primary limiter to what weapons you can carry tends to be VE-20B and the low EN output before you run into weight issues. The only weapons that tend to buck this trend are bazookas, but there's no point in running them when the whole point of that generator is the maxed EN Firearm Spec, which offers +25% damage and -50% charge/reload time to any equipped energy firearm. With patch 1.03.1, Aurora is the first missile launcher to have that spec, but the rest are handheld weapons.
maybe it could be worth trying the hokushi too? but you'd be pretty much required to run light kinetic weapons (maybe plus a melee weapon).
I didnt know the hal and basho werent worth it compared to the melander until now. I like the hal legs for the fashion and attitude stability tho. Good vid
I use HAL for their high attitude stability (for bipedals). I was using Firmeza, but the speed wasn't helpful when I got staggered all the time. The HAL allow me to take more hits without getting staggered, and for a very modest EN load. Not only that, they have very decent jump distance, which gives me the effect I wanted from Firmeza with a lot higher AP
Unused EN Load HAS a useful purpose: it increases EN Supply Efficiency.
You might think thats not important because of how fast your energy already recharges on the ground, but in the air, a high enough score can get you a meaningfully fast recharge rate while falling.
You can combine the AG-T-005 Hokushi Engine with its incredibly high EN Output to Weight ratio, the Gridwalker Boosters with their superior upward thrust characteristics, and a high output adjustment core to achieve permaflight without the coral engine gimmick. A En Supply Efficiency Score of 7000-8000 is what you want to aim for; the higher it is and the lighter your AC is the less finesse it takes to maintain permaflight.
He's talking about weight load limit. You shouldn't put on legs that can support a heavier weight because their cost is higher than the load you are currently carrying. Even for defense you may as well find another part to supplement the defense like the core or arms. Basically if you have spare weight on your legs, you should probably just use lighter legs. That said, he doesn't really consider Stability all that much in the video. I assume it's apart of the defensive capabilities of the leg, but as a stat it's a completely different consideration from AP and the 3 defenses in my eyes.
Ohh new Chrightt video!
A heavy biped build does have advantages over tank treads: -much wider angle at which you can assault boost (flies better) -much more responsive, if you actually try to avoid getting hit as well (maybe it's just bornemisza's bigger hitbox, but it feels like heavy bipeds dodge better).
Love your content.
And just for funs in terms of pronounciation : Nachtreiher = Nart (like ART with a N in front) - Rai (like in RAIse) - Her (insist a bit on the H like if it was doubled). It is a name of a heron (bird) breed in german language, which also fit with the thematic of that whole frame of being pretty agile and nimble.
also, it needs to be spoken like you're coughing up phlegm
Reverse joints charge kick/ double zimmer/direct impact missile (6x or 8x) was my favorite way to play at release. The amount of stagger this build was pumping out with an aggressive playstyle was a thing of beauty.
We appreciate the time and accuracy it takes to test and put together an info sheet/video like this. Good job Chrightt! 😁👌
yayyy new chrightt breakdown, these have been invaluable for finetuning my builds, thanks for all the hard work
I've been killing time by making my own spreadsheets for AC6 recently, so it was neat to see that someone as meticulous as you also thought that load limt + weight was an important stat. It makes the categories much more visible, especially for the bipeds.
I'd post the sheet but it would feel weird posting my own on your video, aheh.
Knowledge only helps all of us, including Chright :D
These guides are incredible man, you’re the goat
Chrightt! I can't believe you! You had the perfect setup and you through it away! Why are the Legs the Soul of your Armored Core? Because that's where your feet are.
😝
Never really gave the Bornemissza a chance after seeing the boost speed on the stat sheet (what can I say? I love my lightweights), but seeing it hit 300 effortlessly has given me second thoughts. Thank you for the vid!
it just sucks that grounded turning with the two heavy tanks is so miserable, otherwise I'd probably use them a lot
The light treads are great, but treads have drifting while ground boosting, so take that to account when evading.
You can go for hell on wheels style with that build as it allows firing weapons that normally require being stationary to shoot.
Its natural counter being ACs built to track fast moving targets. The EMP grenade launcher will also annoy PvP when paired with the appropriate tactics that capitalize that status.
@@kazj4908not hard locking on and knowing when to use the quick-boost enhanced turning tanks get is a big step up for usability ngl, lock on spins you around so quickly that your tank tries to turn a direction you didn’t intend and just kills the momentum, I had to really get used to free aiming to feel comfortable with them and not have them suddenly slow to a crawl because the enemy is fast and jerked my camera around
Nachtreiher. Never ceases to confuse me, because you think it's a reverse joint but it's actually a biped.
Also, great guide once again. Helps when you want to build better designs.
technically, the nachtreiher legs are not mounted with a reverse joint if you look closely, the of the leg below the knee joint just kind of suggests that
They also benifit from the high jump distance affecting grounded quick boosts, without suffering from the rj unique boost, where they pop up in the air, not allowing you to chain leg assisted quick boosts
@@sirpuffball6366 Hence why I say they always confuse me.
It was only recently that I found out the Nachtreiher was actually a biped, because from the start of the game I've always assumed it to be a reverse joint due to its performance.
It's a hybrid, that has the best from both worlds. Combine with the ALULA booster, it feels like piloting a NEXT sometimes
@@quasadra
Just needs to be paired with the right generator appropriate to how you manage energy.
Great vid, just one correction: you said that tank legs' QB Reload Ideal Weight is equal to their load limit, so if you stay within their load limit your QB reload will always be fastest, but the legs' own weight is taken into consideration for Ideal QB Reload, but not for load.
Yeah, blunder on my part. I added this to the pinned comment.
I used the Tian-Qiangs for ages. I don't think I stopped until I finally realized what Spring Chicken could do, and kept that going until NG++
Here are 3 things I have foudn personally regarding 3 legs:
1) Basho's extra jump distance and speed is not to be underestimated. I think it has probably the smoothest side hops and general hops of any Biped. Great with a ground-based build using the Speed thrusters. you can circle hop while peppering your opponent with guns and avoiding return fire by throwing off the enemy fcs.
2) I said this before but 12345s on the Mind Beta seems to eliminate almost all landing lag of the grounded boosts that the reverse joints have. This is very unorthodox, but it does provide a unique vector of movement via a build that does nothing but grounded quick boosts to move around. Worth a shot although I haven't found its best use. Seems to pair well with redlines generators and gives enemy fcs tracking some trouble.
3) This hardly needs saying a light build using the VP-424s can reach quit fasts speeds while retaining a lot of stability. Ap sucks but a quad melee using the Pulse blade and more importantly the plasma thrower is a terrifying melee force that hardly requires the hover and nearly always has access to a punish melee attack when the enemy is in acs overload. You can also run a fast tetra with dual guns to utilize the hover to be able to maintain altitude and rain bullets (or in my build's case lasers) down on the opponent. this version of the build sacrifices back weaponry power however so it's very preference based. Both quad speed builds should be hitting roughly 340-350 boost using either alula or speed thrusters. Not the fastest but the benefit of precise altitude control helps make up for that.
How do you run quad melee? You can only equip melee in one hand?
@@Josukegaming Quad as in quad legs or the tetrapod legs. The armaments on my tetrapod (quad) melee build are left hand pulse blade, left shoulder plasma thrower, right shoulder huxley, right hand 4-missile hand missile launcher.
I still run Nacht legs indeed for that incredible lightweight vertical jump.
Your videos are invaluable and sparked my love for AC6 helping me understand it all better!
hey ch-right bro, i followed your build u made played it for a quite while, u rly are good at what u do, u rly know what u doing bro, that build has like 80% + victory rate, very well optimized, very well thought out build, ty brada, keep on keeping on!
Great video as always, but I’m a so disappointed you didn’t go into how the tank leg boosters function. Specifically, QB reload speed is heavily reliant on weight for tank legs and I was wondering how/if the different tank legs had different thresholds for QB reload and other similarly effected stats. The booster video you put out said you would cover the tank leg boosters in this video. Hoping that you’d give us a graph like the normal booster got but instead of boost speed it would be QB reload. Maybe you’ll give this topic it’s own video later or when there will be more tank legs to compare like when they release DLC. 🤞
Got to give you the benefit of the doubt with all this excellent content you put out for the AC and Elden Ring community. Especially, in the face of these recent updates. Looking forward to your next release. Thank you for everything you do!
He said in the video (19:17) that the QB reload stat for each tank leg is exactly equal to its load limit, so as long as you aren't overburdening your tank legs you're getting minimum QB reload time out of them. Their other booster stats should function exactly like other kinds of boosters.
Wrecker legs are good for breaking that all important 2000 attitude stability barrier to tank assault armor trades. important to note that the fortaleza stability was nerfed so that the max stability you can achieve is 1999, therefore you cant trade assault armor with those legs
oh neat
I love the way you format your vids
I know Nachtreiher is is a very popular leg, but as someone that switched to heavyweights after chapter 3 it's interesting just how much the jump affects how you can play it, the fact it has almost double the jumping ability of the other 3 lightweight bipeds while retaining the fastfall means tap-jumping can be used entirely in place of quickboosting on the ground. And the score/cost reflects that too.
It's an interesting offensive leg that can happily take lower weight boosters like the MULE with the extra weight spent on more defense or weapons.
Good lord man you're a machine.
Love the wheelchair tank treads
The statement about tank treads having optimal boost time if you don't overburden them is false, they actually lose their qb reload very easily.
You can check this very easily.
On a side note I have yet to find a build where you actually want the wrecker legs.
Thanks for these videos, probably the most important part on the AC. Cheers!
Firemza, wrecker, alba, nacht legs are my favorites.
I actually really like the Kasuar legs for one major reason: they're excellent at close range, whether it's dodging or throwing off tracking. They're so damn fun to use with dual Vientos and a melee weapon.
As a biped main thanks for the tips,it was very helpful.
Great work Raven🎉
Played almost always with bipeds/reverse.
Quads are not my thing because to hover safely you have to be far away from the enemy, but gaining altitude is difficult and leaves me with low amount of energy (unless using redline engine).
Most fun I had was using light(er) mechs. 60t close-mid range mech with 2x6 missiles, dagger and a weapon of choice is just 'chef's kiss'.
Always appreciate these videos, thank you for your service, sir
I could be missing some stuff but the Ve-42B/Hover Tank legs are just the best of in air combat. I tried Tetrapod legs and their hovering was really fun, but I often found myself falling pretty quickly to the ground.
That would be a generator choice and build problem. You can run red-line generators and easily stay afloat on tetras Even for bipeds/RJs you can get a quick enough supply recharge with high enough efficiency to float forever.
These videos are great, I always learn a lot about AC building from them.
Amazing video! Thank you for all this information. Very useful!
Great video, I have subscribed to your channel!
It's like you forgot about your combined weight + load limit stat when you got to talking about tanks. If you use your entire tank load limit, you'll be way over the QB reload ideal weight. The Bornemissza is very hard to keep at the ideal QB weight without either stapling a silly little core on top of its enormous hull, or giving up on the tank's main draw of having a lot of heavy weapons.
LMAO yeah, I did actually. I was like, wow this is pretty convenient. Now that I think about it, my tank QBs have all been relatively long (but I mostly run wheelchairs so the QB difference isn't that big unlike the heavy tank legs). Added to pinned comment.
@Chrightt you are a real statistics wizard my man!! I needed to point this out, because I keep reading "number crunching" jargon referred to you, but that does not make any justice to your work! You study the data, produce/search for useful metrics and then provide meaningful conclusions!! You sir are a Statistician through and through! Do you happen to be a scientist?
I studied economics for my major :P I do a lot of data analysis though.
@@Chrightt Ahh close! But I was sure you got training and experience beyond "hobby level"!
VP-424: [is only useful for sub-75k tetrapod builds]
LAMMERGEIER/42F: "I'm about to end this piece's whole use case."
Great video, this is so informative!
Good information! I’ve also felt like they were the most important, and I wish there were more
Kasar is my favorite and I don't like you talking bad about it, but I also agree with you because all you have to do is equip one shoulder weapon and your overburdened.
In the chance we do one day see any form of DLC or update that introduces new parts, I would love to see the return of a "speed quad" If they can give us the wheelchair tank treads I don't see why a quad of a similar speed profile would be so impossible to ask for
its kinda ironic that we don't have a speedy quad because in the first AC game, quads were the fastest leg types lmao
@pallav8725 AC4A was my first AC game and yeah, that generation was all about speed, but I just have memories of enemies like Red Rum
wish granted! we now have lammergeir legs.
Kasuar is actually good for melee builds since you can alternate between QB and melee cancel to move around while having a better kick than nachtreiher.
We all know which leg piece you are going to use. All hail tha HAL leg!
Ive been using the spring chicken for my pvp setup. Run the stun needle, zimmerman, pilebunker and weaponbay your left for a laser dagger. Low damage but if your energy is depleted and the enemy tries to run its got 3 separate lunges for each swing.
Great Video! I would request a breakdown on all melee weapons next!
Thanks for your videos.
The boat legs also have a fantastic built-in booster for AB with AB values comparable to the dedicated AB booster Buerzel, so it can retain a surprising amount of mobility for its weight class.
I like to use the alba set with the Schneider reverse joint legs, turning on a dime mid air and high sustainability in the air is an easy eay to annoy your opponent, the legs guve a much needed boost to liftoff
happy that crawler is a great biped. the starter ac is my fave fashioncore
Tldr:
Bipeds require the most thought, use for either speed energy efficiency or for AESTHETIC
Lightweight: (dont use these)
Reverse joint: ya got two, pick one
Tetra: FOLLOW MICHIGAN
Tank: Tanky
I use a heavy tetrapod and for the first time the other day i used a medium to light biped and i was amazed at the speed
I felt like I was being called out with how accurate the Tetrapod analysis at the start was lol
Reverse joint unique quickboost that lifts you into the air ever so slightly just undermines their high jump height and jump distance stats I find it very counter productive, as those only matter if you are on the ground! If you want to quickboost multiple times in rapid succession, you only get to apply jump distance once the rest are technically in the air. If you want to transition to aerial combat after a quickboost and leverage your awesome 80m vertical jump, you’re already 20m in the air so you’ll have to either wait to touch the ground first or burn energy to fly an extra 60m.
They should either remove that “feature” or make it provide enough extra altitude that it actually matters.
Exactly, that thing ruins RJ for me I still don't understand why would they put you in the air after qb it makes you slower since the aerial time after qb is very slow and annoying to play with.
0:09 because it’s a good pun
For those that don't get it, the "sole" of your legs 😜
I don’t wanna be a bother but I do watch your videos while I’m at work. I love your videos and find them very informative as a whole. My only problem is it’s hard to see the acs from a distance due to the dark coloring.
Got it. I usually just swap around my different ACs for different fashion but I'll try and key the showcases on the lighter side.
I run either Reverse Joint for quick response and tricky to track dashing or tank treads to drift a mfer
the kasuars definitely deserve some sort of buff, as they are now they just lose out to the nachtreiher legs, which are clearly supposed to be a middle ground between bipeds and reverse legs
This one where style/fashion plays a big role.
I just can't use ugly legs
Yeah - I really wish we had a couple more reverse joints (Or even digitigrades like the nachtreiher) just for this reason alone.
Right now with the bipeds being so over-represented, only the gundam aesthetic fans are eating well.
The Nachtreiher/42e legs should NOT be bipedal. I know they ARE, but they visually don't fit. They have TWO knee joints in a horizontal, not vertical position, and the leg moves the exact same way as the reverse joint legs (outside of not getting the extra jump and boost distance). Tell me I'm wrong.
I am very late but the second joint is not a joint, but perfectly solid
This man has wisdom 😏🤌
Boat legs (floating tank legs) actually have a really solid assault boost speed.
A fun fact do a little upward boost as a tank, and it causes you to drift if you are turning
I wasn't ready for the Nachtreier revelation as biped and not reverse 😱🤣
I love the Firmeza
Firmeza my beloved
I never knew you were an author!
:P I mention it pretty much at every outro.
@@Chrightt I am in no way qualified to give my advice here so take my opinion with a grain of salt, but just from a viewer’s perspective due to the length of your content I usually miss the last 2-3 minutes of each video, could I suggest mentioning your book closer to the beginning so more people get shown it?
Chrightt be like “I trust you (simpletons) know there are four leg types” 🧐
I went through NG with reverse joint, used the full Hal/IBIS set for NG+ and NG+2, now i think i might've found my true love with tetrapod. Lets me carry all the heavy murder goodness I was missing out on whilst not being nearly as ungodly slow as smelly stinky tank bits.
I love making exact leg weight Limit ACS, it's satisfying and fun to build, though sometimes is not optimal. I used some to S some missions
the real main selling point of the alba compared to other lightweight legs is that you get to look like a gundam
In the same way Dark Souls had notable Poise breakpoints, does AC6 have notable Stability breakpoints? I met someone who hated Reverse Joints for Stability reasons, but I have won too many matches with them to be convinced.
Don't think so, but having 2000 impact can tank an assault armor if you're doing a direct trade. Imo, not that useful though cause its still easily broken by a bit of poise damage anywhere.
I've now done 6 playthroughs of the story, and I'm only now learning that the Nachtreiher aren't reverse joint 😅