This is a great video. You understand this game like very few other content creators and you’re my favorite AC6 RUclipsr for that reason. I wish FromSoft could see this and I know the game would benefit immeasurably from the implementation of many of these changes you suggest. Keep up the great work, friend.
@@benjaminreid5339 thanks Ben! Here is hoping but given my tiny channel I doubt itll get scene by fromsoft haha Im just hoping bigger channels see it and propgate the ideas
Still my favorite build of yours 😄. I 100% agree on the expansion changes. All your other changes seem pretty fair as well. I always found it odd that in the first mission of the game they explain to you that your sword is meant to counter shields, yet any non physical shield counters melee instead. Also yes to impact reduction on laser cannons, for the same reasons you said.
I agree with almost everything except your take on the HMMR. On quads your assessment is definitely valid because they aren't locked into a stance animation and can actively kite while having access to a strong melee option. On Bipeds and RJs it doesn't come with a lunge or have a powerful (or even viable) charged attack option. I use the charged HMMR as a shield to negate kicks, melee, & or set up a charged WUERGER trade into the light melee attack which only goes up to 1760 stagger if I can hit it perfect. This does NOT stagger the heavier dual ZIM builds or even your mid weight dual melee Mecha Sassin build (of which I am a fan). 😅Personally, I'd like a better hitbox on the charge attack. Thanks for the Breakdowns 👍
@@Cleptomancer thanks so much for watching! About the HMMR, I dont think any melee weapon except the charged pile punker!/double trouble should outright stagger without some conditioning first using another weapon to build up impact anyways. At, its current level, all a hmmr user needs to land to even stagger heavy bipeds is either a salvo of mexium missiles, or a zimm shot. While its true it isnt as effective on non tetras/tanks, that kind of is the niche of the weapon no?
@@InAVanByTheRivr I haven't been able to get it to work that way with Zimmerman 🤔 I am probably a niche HMMR user though 😂 I don't see it on bipeds almost ever after the BVO nerf. To kill lamb kites I rely on it's stagger into triple punch combo. At least if the cooldown lasts longer I won't have the AP to continue chasing down kites while using it.
@@Cleptomancer id suggest opening with the zimmerman, into hmmr so that the zimm impact doesnt decay. Then youre getting 600+810=1410 impact on the opening swing. Assuming youve landed at least one other hit earlier at some point youre likely over 200 accumulative impact. Thats enough to insta stagger lighweights into the followup hmmr before their pulse armor can deploy. For medium - heavy weights, the followup hmmr will stagger and you can do another punish depending on your build
I'll disagree with the Bonker. I think it's fine where it is. It has game-ending levels of damage (I've come back from 20% vs 80% AP deficits with a single heavy bonk), plus it has probably the best light attack lunge animation, to the degree that's effectively instantaneous, faster-than-Buerzel movement if you get the shuffle down right. RE: Gills: I know a dude who uses Gills on a heavyweight elevator kite. You'd think Gridwalkers would be better for that, but Gills' (vertical) thrust versus EN consumption is very efficient.
The pile bunker is only ever used on builds as a finisher charged punish precisely because the light lunge is bad. Improving it would leave it on CD and not available for the punish allowing more build variety around it. You can dodge the light lunge just by passively strafing sideways, no qb or en expenditure needed btw. def far from the best light lunge (the pulseblade and coral blade take that slot.)
@@InAVanByTheRivr I think that's the point, though. A charged bonk to a staggered AC will just end the fight outside of TA or the heaviest mechs. It also has the smoothest melee lunge, allowing some shockingly fast mobility. The lunge is effectively instantaneous, whereas PB or coral blade have a few startup frames. I think we're talking about different things. I'm talking about the lunge purely in terms of gap close and mobility, while you're also talking about the attack itself. I agree that that light attack sucks, but I also think it doesn't need to be good considering how strong the charge is.
Really well considered man. Played against you once and it was very fun! I'm wishing they do something about kicks. Yes, it sure is fun matador'n players who kick spam over and over and over and over and god damn is this really all you are going to do the whole two minutes? but it just gets so boring with the kick-combos. I don't know what the best remedy would be, but right now I hate how kicking is a better neutral option that any melee (and how melee is relegated to being a punish weapon).I also would hope they do something to the VP-66EG. It seems many players don't think it needs to be retuned (and, like you suggest, maybe a change to the head parts 'system recovery' is the best remedy), but I have been on the loosing end of that too many times to count. I honestly dread it more than double-zims, missile boats, etc. I've even used dual VP-66EG combined with the Mind Alpha arms on the Nachtreiher frame and out performed every silly meta build that comes my way, it is even more mindless than dual etsujins.
ok sorry for this, but i just played some matches, and the kicks man, the kicks! By far they make the game (more than the laser-lag, more than the big-unga-bunga double-zim fly boys, more, yes more, than the stupid missile rats! it is the stupid kick spam that makes this game infuriating! I hate the stupid f3%@ing animation, and then they always do a stupid little kick after they've won, like the jerk they are [for who kicks at a person when they've already gone down?] this isn't goddamn FIFA!) I would love it if it were gone, but it probably will never happen, I think the best remedy would be to make the kick overheat after one or two attempts, and for added embarrassment add some Spanish speaking announcer yell 'GOOOOAAAAAAAAALLLLLLLLLLLLLLLLL!' every time the kick is performed. (sorry, my god; i'm just passionate, not a madman)
Truenos need a range buff and a slight tracking buff because of their cool-down, lock on time, and ideal range is causing them to be snuffed compared to every every other missile type. They should be a long range reliable stagger buildup that once dodged, leaves the AC shooting them open. The Coral Missiles are currently beating Truenos out in stagger, range, tracking, damage, and don’t have an animation when launching.
@@ThatOneGuy-1505 i always thought the treunos were a compromise, functions mostly like a missile (not as well as pure missiles) but also can be a stagger punish weapon in trade for the decreased missile stats. I dont see them often but when I do its usually doubled up and stagger fired to prevent dodges from completely evading.
i'd love that curtis acc impact buffs. the few times i play it, those charge shots only managed to bring stagger meter to orange before quickly decays.
for laser slicer, i wish the charge attack has more impact reduction, it's only safe to use while stagger bar is clear or at most half-filled.. it's less viable on critical moment especially against zimm/explosive weapons
@@vulnerablerummy haha i feel that but to be fair its not a shield, the purpose of it is the ministun immunity against kicks and melee weapon openers like the pulseblade. I love the slicer too but we dont want to overdo it with the buff.
@@JayGarlic840 lol it cant be denied that AA is not seen at competitive levels so i dunno if its a bias. AA just cant do its job which is countering PA
@@JayGarlic840im not sure, but even my most recent montage has an example of pulse armor height drop allowing an opponent to escape AA against my Mecha Sassin build when it was a pretty clear and clean positioning detonation. See 28:52 on my recent montage video AA is supposed to hard counter IF you can ensure youre right next to them, as they activate pulse armor. If you fail, you are at a huge disadvantage in the match. High risk high reward. Currently pulse armor is both low skill, and top tier performance ceiling. Two things that should never be paired.
This is a great video. You understand this game like very few other content creators and you’re my favorite AC6 RUclipsr for that reason. I wish FromSoft could see this and I know the game would benefit immeasurably from the implementation of many of these changes you suggest. Keep up the great work, friend.
@@benjaminreid5339 thanks Ben! Here is hoping but given my tiny channel I doubt itll get scene by fromsoft haha
Im just hoping bigger channels see it and propgate the ideas
Still my favorite build of yours 😄. I 100% agree on the expansion changes. All your other changes seem pretty fair as well.
I always found it odd that in the first mission of the game they explain to you that your sword is meant to counter shields, yet any non physical shield counters melee instead. Also yes to impact reduction on laser cannons, for the same reasons you said.
@@Thryfe fragile bastion? Or mecha sassin lol
@@InAVanByTheRivr Bastion. I do realllly like Mecha sassin as well, but the way the paint job looks on Fragile Bastion is sooooo sick lol.
I agree with almost everything except your take on the HMMR. On quads your assessment is definitely valid because they aren't locked into a stance animation and can actively kite while having access to a strong melee option. On Bipeds and RJs it doesn't come with a lunge or have a powerful (or even viable) charged attack option. I use the charged HMMR as a shield to negate kicks, melee, & or set up a charged WUERGER trade into the light melee attack which only goes up to 1760 stagger if I can hit it perfect. This does NOT stagger the heavier dual ZIM builds or even your mid weight dual melee Mecha Sassin build (of which I am a fan). 😅Personally, I'd like a better hitbox on the charge attack. Thanks for the Breakdowns 👍
@@Cleptomancer thanks so much for watching! About the HMMR, I dont think any melee weapon except the charged pile punker!/double trouble should outright stagger without some conditioning first using another weapon to build up impact anyways. At, its current level, all a hmmr user needs to land to even stagger heavy bipeds is either a salvo of mexium missiles, or a zimm shot. While its true it isnt as effective on non tetras/tanks, that kind of is the niche of the weapon no?
@@InAVanByTheRivr I haven't been able to get it to work that way with Zimmerman 🤔 I am probably a niche HMMR user though 😂 I don't see it on bipeds almost ever after the BVO nerf. To kill lamb kites I rely on it's stagger into triple punch combo. At least if the cooldown lasts longer I won't have the AP to continue chasing down kites while using it.
@@Cleptomancer id suggest opening with the zimmerman, into hmmr so that the zimm impact doesnt decay. Then youre getting 600+810=1410 impact on the opening swing. Assuming youve landed at least one other hit earlier at some point youre likely over 200 accumulative impact. Thats enough to insta stagger lighweights into the followup hmmr before their pulse armor can deploy. For medium - heavy weights, the followup hmmr will stagger and you can do another punish depending on your build
@@InAVanByTheRivr 😘👌🏾 works like a charm!! 😂 thanks 👍🏾
@@Cleptomancer haha cheers
I'll disagree with the Bonker. I think it's fine where it is. It has game-ending levels of damage (I've come back from 20% vs 80% AP deficits with a single heavy bonk), plus it has probably the best light attack lunge animation, to the degree that's effectively instantaneous, faster-than-Buerzel movement if you get the shuffle down right.
RE: Gills: I know a dude who uses Gills on a heavyweight elevator kite. You'd think Gridwalkers would be better for that, but Gills' (vertical) thrust versus EN consumption is very efficient.
The pile bunker is only ever used on builds as a finisher charged punish precisely because the light lunge is bad. Improving it would leave it on CD and not available for the punish allowing more build variety around it. You can dodge the light lunge just by passively strafing sideways, no qb or en expenditure needed btw. def far from the best light lunge (the pulseblade and coral blade take that slot.)
@@InAVanByTheRivr I think that's the point, though. A charged bonk to a staggered AC will just end the fight outside of TA or the heaviest mechs. It also has the smoothest melee lunge, allowing some shockingly fast mobility. The lunge is effectively instantaneous, whereas PB or coral blade have a few startup frames.
I think we're talking about different things. I'm talking about the lunge purely in terms of gap close and mobility, while you're also talking about the attack itself. I agree that that light attack sucks, but I also think it doesn't need to be good considering how strong the charge is.
Really well considered man. Played against you once and it was very fun! I'm wishing they do something about kicks. Yes, it sure is fun matador'n players who kick spam over and over and over and over and god damn is this really all you are going to do the whole two minutes? but it just gets so boring with the kick-combos. I don't know what the best remedy would be, but right now I hate how kicking is a better neutral option that any melee (and how melee is relegated to being a punish weapon).I also would hope they do something to the VP-66EG. It seems many players don't think it needs to be retuned (and, like you suggest, maybe a change to the head parts 'system recovery' is the best remedy), but I have been on the loosing end of that too many times to count. I honestly dread it more than double-zims, missile boats, etc. I've even used dual VP-66EG combined with the Mind Alpha arms on the Nachtreiher frame and out performed every silly meta build that comes my way, it is even more mindless than dual etsujins.
ok sorry for this, but i just played some matches, and the kicks man, the kicks! By far they make the game (more than the laser-lag, more than the big-unga-bunga double-zim fly boys, more, yes more, than the stupid missile rats! it is the stupid kick spam that makes this game infuriating! I hate the stupid f3%@ing animation, and then they always do a stupid little kick after they've won, like the jerk they are [for who kicks at a person when they've already gone down?] this isn't goddamn FIFA!) I would love it if it were gone, but it probably will never happen, I think the best remedy would be to make the kick overheat after one or two attempts, and for added embarrassment add some Spanish speaking announcer yell 'GOOOOAAAAAAAAALLLLLLLLLLLLLLLLL!' every time the kick is performed. (sorry, my god; i'm just passionate, not a madman)
Truenos need a range buff and a slight tracking buff because of their cool-down, lock on time, and ideal range is causing them to be snuffed compared to every every other missile type. They should be a long range reliable stagger buildup that once dodged, leaves the AC shooting them open. The Coral Missiles are currently beating Truenos out in stagger, range, tracking, damage, and don’t have an animation when launching.
@@ThatOneGuy-1505 i always thought the treunos were a compromise, functions mostly like a missile (not as well as pure missiles) but also can be a stagger punish weapon in trade for the decreased missile stats. I dont see them often but when I do its usually doubled up and stagger fired to prevent dodges from completely evading.
i'd love that curtis acc impact buffs. the few times i play it, those charge shots only managed to bring stagger meter to orange before quickly decays.
for laser slicer, i wish the charge attack has more impact reduction, it's only safe to use while stagger bar is clear or at most half-filled.. it's less viable on critical moment especially against zimm/explosive weapons
@@vulnerablerummy haha i feel that but to be fair its not a shield, the purpose of it is the ministun immunity against kicks and melee weapon openers like the pulseblade. I love the slicer too but we dont want to overdo it with the buff.
Patch dropped, we need the vid pookie
@@JayGarlic840 lol just waking up and, dropping gf off then im jumping on it
@@InAVanByTheRivr buckler buffs 🫣
@@JayGarlic840 they went overkill on PB with that duration increase. You can block a full lance lunge now without some hits slipping into the non IG
Great news !
Regarding the thoughts on PA I think you may be a little biased towards AA 😅
@@JayGarlic840 lol it cant be denied that AA is not seen at competitive levels so i dunno if its a bias. AA just cant do its job which is countering PA
@@InAVanByTheRivr didn’t it make you drop before and that was patched or am I misremembering?
@@JayGarlic840im not sure, but even my most recent montage has an example of pulse armor height drop allowing an opponent to escape AA against my Mecha Sassin build when it was a pretty clear and clean positioning detonation. See 28:52 on my recent montage video
AA is supposed to hard counter IF you can ensure youre right next to them, as they activate pulse armor. If you fail, you are at a huge disadvantage in the match. High risk high reward. Currently pulse armor is both low skill, and top tier performance ceiling. Two things that should never be paired.