Guild Wars 2 has a similar glitch, but it only affects the placement of the shield. A certain set of leg armor or body armor causes the shield to be somewhere weird and floating WAAY off the arm.
My guess is that one of these parts creates a priority loading change that displaces the hitbox by either A. incorrect placement B. Doesnt load entirely In the matter of the first case I'd suspect its a mounting issue caused by the location on the model and due to the placement blocking the hitbox by part of the arms. Given the varying width height and depth in the xyz grids of all the torso/arm models and their mounting points to each other and weapons. The display of the attack must run off a different logic chain than the hitbox of the attack. I have more reason to believe this guess as certain map geometry pre Regulation 1.02 caused this oscillators beam to 'bounce' off and deflect into the air or off at weird angles. As of post Regulation 1.02 have not tried yet to determine if this and the coral rifle beam still bounce as they did pre patch. When I get to testing i'll update unless someone else cares to do it before I post an update. Edit 1 also sent in comments for real time replies and theory crafting: Friend of mine is testing but it seems the problem here is more or less just the alba arms as the issue persists across multiple legs torso head combos. This muddies things slightly. Could just be loading issues could be the alba arms during the animation sequence moving part of their geometry in the way. They don't full know well enough what to check for and i'm not in a position to verify everything and test myself as i got home right before my classes started. I'm out by 4ish hours before I can attempt tests.
Friend of mine is testing but it seems the problem here is more or less just the alba arms as the issue persists across multiple legs torso head combos. This muddies things slightly. Could just be loading issues could be the alba arms during the animation sequence moving part of their geometry in the way. They don't full know well enough what to check for and i'm not in a position to verify everything and test myself as i got home right before my classes started. I'm out by 4ish hours before I can attempt tests.
@@jeeBisOkay The map that we've replicated it on was bona dea dunes in multiplayer. the direction isnt consistent so funny odd combos from the bounce will certainly be hard to try.
Yeah looks like the full Alba set has the same issue. Can't hit with the beam if you're at over 175m, but as soon as I swapped the arms to Nachtreiher the beam could hit from 265m. Funny thing is if I use full Alba aside from Firmeza legs, the beam can hit at over 200m, but not at 265m.
So it does seem to be inherently alba waking up in the middle of the night to check up on this videos comment section but ill do some testing when im free later today
Dont you know? Its the ghost of Walter refusing to hurt all of the variations of 621 and the new friend he found. Edit: No matter what Arquebus has done to him, he will always be your handler.
I wish there wasn't a trade off for using any other arms than Basho for melee damage. It actually increases every left handed weapons damage except for the bomb chucking one, it even increases the damage of the pile!
Yeah, I mean it seems like there's a few cases in this game where you gotta choose between min-maxing and flavor. It's hard not to optimize sometimes tho
This bug feels like one of the most enigmatic and specific bugs in Fromsoft's games catalogues. Like, how the fuck did this even happen in such a way? What is even causing a hitbox that long and obvious to become inactive/ absent? Idea: since the stem of the beam at the hand still does damage, maybe see if the hitbox is positioned behind/ sideways?
its not that surprising. hitboxes are attached to animation rigs i.e. the part's skeleton. a mistake there could cause all kinds of misplacements for melee weapons
@@Str1king_c0bra Anime mech colors work in their specific medium. I have seen people do unit-01 cores using the same exact color palate from the show, they look terrible. When I do my own unit 01 the colors are desaturated and darkened and it looks 100 times better.
I hope you made a report for this bug. This is vary close to an AC I made and I never really tested this weapon. I thought it only did vertical slashes and had next to no range
@@questionablelifechoices7501 Yes I do. It's how I know there are weapon's like the Kawasowa can be fired in 3 different ways. I blame the fact this was literally the last weapon I unlocked and after already using the Corel Rifle I wasn't looking out for a large sweeping attack. I did go to AC testing and some how didn't see this attack don't know why but like the chainsaw I put it back in it's box and didn't bother with it again
I’m surprised the weapon has been bugging out like this. Except for me, of course, a pure coral AC enthusiast. Granted, I always ran Mind Beta legs alongside the HAL or Mind Alpha Cores when using the WLT 101. So, it make sense why I never ran into this issue.
I've had the Coral Oscillator ranged attack just straight-up not work while specifically using (if I recall correctly) the HAL head, Ephemera body, and Spring Chicken legs as I almost always use a reverse-jointed build. Don't remember what arms but most likely the HAL arms since I think I was using multiple HAL pieces? However, it was only specific enemies that it wouldn't hit in the Wallclimber mission; specifically, normal unshielded MTs would get hit, as would the tetrapod. Shielded MTs I'm not sure as I used the normal swing to break their guard. However the Juggernaut mobile cannon would consistently take no damage no matter how close I was. It's definitely going bonkers. Sorry for not being fully clear on what my build was, I didn't bother recording what it was because I assumed it was a bug with the Juggernaut specifically.
No they do, just depends on how far your camera is from them (most likely cause there so small) if you go in photo mode you'll see them fine. Idk if this is better though.
It is because for some reason the light effect on it is so weak I think. Even bright device settings above 2 are duller than every other light on a part
I thought I was mad that thinking that melee might be missing the enemy even though I know it should hit, now this clarify the video showing it does really have no hitboxes upon using certain parts.
The hitbox is displaced. The fact that it only hits when you are really close, but while it is very consistent with those arms and other combo of parts. It'd be more clear if something else was displaced along with it. Although I wonder if it was simply moved or if something more happened with it. IF it was moved then you should be able to hit behind yourself or at angles you shouldn't be doing. If not then you can shrinking and/or rotating to the list.
Unless the hitbox starts within their own AC’s hitbox, so it is hitting the inside-bound of the model and stopping. Then it would just, not go anywhere unless you got close enough for the enemy to clip inside your hitbox, or if there were gaps between model parts for it to slip thru. I could see it starting the projectile from the wrist or something instead of the end of the gun, or even the base of the gun, and slightly changing the position/size of the hands is screwing it over
This would explain a lot. I'm pretty sure this bug isn't limited to this weapon only. I've met someone in pvp that used the laser lance and he consistently landed the laser lance every time he missed. There was no lag otherwise except it looked that way whenever he used that weapon on me. Only time he couldn't hit me with it was when I went vertical, but other than that I would always get hit no matter how well I dodge.
This explain those times i missed with this thing even at extremely close range and decided not to use it ever again, though it was just my skill issue on my part
With the core I thought it has to have something to do with the output adjustment value rolling over the max. But then with the legs, maybe it's just a really unlucky angle offset that was overlooked? Or just something unreasonable is happening.
Weird. I've used it maybe twice in PVP matches. I've landed a fully charged one but I think it was under 100m. I've seen weight tests affect distance for melee and for sure for some melee weapons different legs have different ranges. I am not certain how much generators and EN affect coral weapons overall but your tests convinced me it is definitely a Fromsoft bug and is a possible feature!
Never noticed this issue but I guess I didn't try that parts combination. I agree if its broken in a way that makes it garbage, priority needs to be given to fixing it.
I appreciate you testing these glitches. My only criticism would be the methodology. It's slow and annoying to test part by part but changing multiple parts to test a single bug is an issue in and of itself. Keep it up by the way, the community wants and deserves good videos like this, I'm just being critical to try to help you explain to us the issues. Will sub and like, good stuff overall
You're right! I'm sure there was a better way to present this video. I'll strive to be able to have that level of quality of presentation when I make more informative videos in the future. Any criticism is appreciated :D thanks for the input! And also yea, I had to one by one them so as to cross out factors as a process of elimination. the original recording took me atleast an hour and had to condense it by taking only the important bits which made sense. I also tried simplifying it from the start by the use of my thumbnail but it could only do so much I suppose as it's up for user end interpretation or my thumbnail just sucked XD
You may have overcapped your EN Load or EN output when you do charge attack. The charge attack of non bullet weapons have higher requirement than normal attack. It may be the problem. It will not show in your assembly that you are overcapped when using charged attack. If it s not the case then I don't know
sadly isn't the case, this scenario can be easily checked by simply removing all weapon aside from the coral oscillator, and that's what I did. The weapon still did not work :(
I think it because the hal hand has weak melee effectiveness, why not you see the stat first before build i mean duhhh it obvious each arm has different melee effectiveness
Are we sure it’s a glitch and not something to do with an energy stat somewhere? Does the core affect the amount of damage at the edge of effective range?
@awhellnah__ he clearly showed it’s not all damage, it’s distance. And if you read the comments other people are saying different distances with a few different cores.
The Hal still hit at 50 meters. The effective range could be different depending on the core and generator. There are a lot of variables in the stats that people don’t fully understand yet. Chrightt did discover a broken stat, but that is not what we are watching here. To say it’s a glitch without understanding all of the stats could be a misstep. There are other things to test first.
Doesn't this happen with the WLT011 fully charged shot? I find it difficult to hit even at point blank, had some PCA ships come out intact after unloading the fully charged beam literally in front of their bridge's.
What the hell even is happening in this glitch? It looks like having certain parts just makes the weapon loose all of its range. RIP Fume Knight Sword at these builds for now i guess
How do you check which logs you didn’t get? And would I need do a whole play through of all 3 storylines to get them all from their unique mission paths
I did them all 1 by 1 from start to finish in the guide list, didn't bother remembering which ones i had and hadn't. If it wasnt there means I already got it , and move on to the next one.
Is this because charge attacks temporarily increase the weapon's EN load, putting you over the limit? I heard about the Chg. EN Load stat from @Chrightt in his energy weapons video: ruclips.net/video/8TohVbkm0bk/видео.html
I wanted to comment exactly this. but they should do something to visually convey the fact that the weapon doesn't have enough energy... makes no sense to still fire a huge laser. someone on PC could test this, by the way, by using cheat engine (offline and backing up the save first) to gradually increase the total EN output or whatever the right stat is, to see if the attack starts working after a certain threshold. but it's probably already easy to test by just switching parts. I don't have this weapon yet or I'd test it myself.
hey there, kept you waiting huh? here's the share id, I changed some parts since the sword doesn't work at all with the ones in the video, "N3VT03AG0KVR" < without the quote , also keep in mind this is on steam :D (codes don't work crossplatform.) I'm glad you liked it, it was just me trying to get an evangelion unit with the color scheme XD.
@@daichiyakushigi9288 I appreciate the response! I am playing on steam, so I'll try it out tomorrow! The scheme reminds me of the Varia Suit from Metroid, but I can definitely see how you were going for an EVA scheme. Looks really nice!
Bruh (°----°) so it wasn't me, i felt something was wrong, i was missing GIATS lol idk honestly most coral stuff needs a buff to they so expensive to use and so weak
Theyre the coral missile launchers , you get them on ng++ when you go for the third ending. Obtainable from the mission before the final chapter mission.
@@progmrz5512 I'd never said I wasn't going to buy it. I will soon today or tomorrow. I'm just not in the rush. My brother is another huge fan of Armored core. He bought it when it came out, and I already played the game. I just don't own it yet.
Glitch?, or maybe.... haven't u tried using coral weapons with coral body parts and/or generator?... maybe parts of a type buffs weapons of same type. Maybe high stability makes blade more stable and it resumes into better range hit.
Fromsoftware are masters of creating the most obscure lore and glitches
Even their glitches are cryptic as hell! Coincidence? I think not!
Vaati!
Ohh, I thought it was Bugtesda
@@NoblesseOblige-ln5mh lmao bethesda's bugs are features!
Todd Howard : It just work
Guild Wars 2 has a similar glitch, but it only affects the placement of the shield. A certain set of leg armor or body armor causes the shield to be somewhere weird and floating WAAY off the arm.
My guess is that one of these parts creates a priority loading change that displaces the hitbox by either
A. incorrect placement
B. Doesnt load entirely
In the matter of the first case I'd suspect its a mounting issue caused by the location on the model and due to the placement blocking the hitbox by part of the arms. Given the varying width height and depth in the xyz grids of all the torso/arm models and their mounting points to each other and weapons. The display of the attack must run off a different logic chain than the hitbox of the attack. I have more reason to believe this guess as certain map geometry pre Regulation 1.02 caused this oscillators beam to 'bounce' off and deflect into the air or off at weird angles. As of post Regulation 1.02 have not tried yet to determine if this and the coral rifle beam still bounce as they did pre patch. When I get to testing i'll update unless someone else cares to do it before I post an update.
Edit 1 also sent in comments for real time replies and theory crafting:
Friend of mine is testing but it seems the problem here is more or less just the alba arms as the issue persists across multiple legs torso head combos. This muddies things slightly. Could just be loading issues could be the alba arms during the animation sequence moving part of their geometry in the way. They don't full know well enough what to check for and i'm not in a position to verify everything and test myself as i got home right before my classes started. I'm out by 4ish hours before I can attempt tests.
I love when people know stuff
@@Prince_Sharmingsame.
Friend of mine is testing but it seems the problem here is more or less just the alba arms as the issue persists across multiple legs torso head combos. This muddies things slightly. Could just be loading issues could be the alba arms during the animation sequence moving part of their geometry in the way. They don't full know well enough what to check for and i'm not in a position to verify everything and test myself as i got home right before my classes started. I'm out by 4ish hours before I can attempt tests.
Wait where can I see the beam bouncing off of map geometry?
@@jeeBisOkay The map that we've replicated it on was bona dea dunes in multiplayer. the direction isnt consistent so funny odd combos from the bounce will certainly be hard to try.
That is certainly one of the glitches of all time
"This build is broken" taken to the extreme. Thats a weird bug.
Yeah looks like the full Alba set has the same issue. Can't hit with the beam if you're at over 175m, but as soon as I swapped the arms to Nachtreiher the beam could hit from 265m. Funny thing is if I use full Alba aside from Firmeza legs, the beam can hit at over 200m, but not at 265m.
Wtf lol what a weird bug
So it does seem to be inherently alba
waking up in the middle of the night to check up on this videos comment section but ill do some testing when im free later today
i always use the alba set with melander or basho arms. So i never encountered this problem
Dont you know? Its the ghost of Walter refusing to hurt all of the variations of 621 and the new friend he found.
Edit: No matter what Arquebus has done to him, he will always be your handler.
Walter knows we've made a friend :D
I wish there wasn't a trade off for using any other arms than Basho for melee damage. It actually increases every left handed weapons damage except for the bomb chucking one, it even increases the damage of the pile!
Yeah, I mean it seems like there's a few cases in this game where you gotta choose between min-maxing and flavor. It's hard not to optimize sometimes tho
This bug feels like one of the most enigmatic and specific bugs in Fromsoft's games catalogues.
Like, how the fuck did this even happen in such a way? What is even causing a hitbox that long and obvious to become inactive/ absent?
Idea: since the stem of the beam at the hand still does damage, maybe see if the hitbox is positioned behind/ sideways?
its not that surprising. hitboxes are attached to animation rigs i.e. the part's skeleton. a mistake there could cause all kinds of misplacements for melee weapons
Laughs in Aurora Light Wave cannons,
then cries
This is Kojima telling us our drip sucks.
What possessed so many youtubers to make their mech look like a McDonalds - this one isn't as bad as many others but it's still remarkably close.
Its pretty bad. People just have no eye for style or art. To them, bright colors = looks good.
This guys mech is very clearly supposed to resemble Evangelion
@@Str1king_c0bra Anime mech colors work in their specific medium. I have seen people do unit-01 cores using the same exact color palate from the show, they look terrible. When I do my own unit 01 the colors are desaturated and darkened and it looks 100 times better.
I hope you made a report for this bug. This is vary close to an AC I made and I never really tested this weapon. I thought it only did vertical slashes and had next to no range
POV: doesn't watch the full video preview of weapons
How do you report a bug?
@@questionablelifechoices7501 Yes I do. It's how I know there are weapon's like the Kawasowa can be fired in 3 different ways. I blame the fact this was literally the last weapon I unlocked and after already using the Corel Rifle I wasn't looking out for a large sweeping attack. I did go to AC testing and some how didn't see this attack don't know why but like the chainsaw I put it back in it's box and didn't bother with it again
@@HOFxBoardsIf PC, the Discussions board has a section for bug reports
I subscribed b/ video was informative and funny af with Pikachu/X-Files music 😂
i think even better is quads make it so the charged attack will never stop tracking perfectly that weapon is cursed af
I’m surprised the weapon has been bugging out like this. Except for me, of course, a pure coral AC enthusiast. Granted, I always ran Mind Beta legs alongside the HAL or Mind Alpha Cores when using the WLT 101. So, it make sense why I never ran into this issue.
just finished the log hunt and this shit is bananas
Use quads to get a perfect tracking
I knew running exclusively the chicken legs and the tetrapods would pay off. But honestly, damn that’s busyed
The surprised pikachu got me ngl
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I've had the Coral Oscillator ranged attack just straight-up not work while specifically using (if I recall correctly) the HAL head, Ephemera body, and Spring Chicken legs as I almost always use a reverse-jointed build. Don't remember what arms but most likely the HAL arms since I think I was using multiple HAL pieces? However, it was only specific enemies that it wouldn't hit in the Wallclimber mission; specifically, normal unshielded MTs would get hit, as would the tetrapod. Shielded MTs I'm not sure as I used the normal swing to break their guard. However the Juggernaut mobile cannon would consistently take no damage no matter how close I was. It's definitely going bonkers.
Sorry for not being fully clear on what my build was, I didn't bother recording what it was because I assumed it was a bug with the Juggernaut specifically.
Another bug i would like to point out that really irks me. The shade eye helmets lights dont work in-game. Only in the garage.
You just aren't raven enough
It works when you’re locked on in mission
You just can’t see it, cus you’re locked on
No they do, just depends on how far your camera is from them (most likely cause there so small) if you go in photo mode you'll see them fine. Idk if this is better though.
It is because for some reason the light effect on it is so weak I think. Even bright device settings above 2 are duller than every other light on a part
Zullie may have a solution for dim light issues
what a strange glitch, hopefully its already been identified and will be fixed with the next update
I thought I was mad that thinking that melee might be missing the enemy even though I know it should hit, now this clarify the video showing it does really have no hitboxes upon using certain parts.
The most recent patch notes don't mention this bug in their list of bug-fixes. We need more eyes on this video.
The hitbox is displaced. The fact that it only hits when you are really close, but while it is very consistent with those arms and other combo of parts.
It'd be more clear if something else was displaced along with it. Although I wonder if it was simply moved or if something more happened with it.
IF it was moved then you should be able to hit behind yourself or at angles you shouldn't be doing.
If not then you can shrinking and/or rotating to the list.
Unless the hitbox starts within their own AC’s hitbox, so it is hitting the inside-bound of the model and stopping. Then it would just, not go anywhere unless you got close enough for the enemy to clip inside your hitbox, or if there were gaps between model parts for it to slip thru. I could see it starting the projectile from the wrist or something instead of the end of the gun, or even the base of the gun, and slightly changing the position/size of the hands is screwing it over
This would explain a lot. I'm pretty sure this bug isn't limited to this weapon only. I've met someone in pvp that used the laser lance and he consistently landed the laser lance every time he missed. There was no lag otherwise except it looked that way whenever he used that weapon on me. Only time he couldn't hit me with it was when I went vertical, but other than that I would always get hit no matter how well I dodge.
Well done in finding AND documenting repeated instances of a glitch...now we just have to hope someone in from software sees this
I was using a build similar to yours and I thought that I was going insane. Glad to know that it’s a bug and that I’m not the only one noticing it
I was grinding out S ranks for that last trophy today and I noticed this a few times, thought I was going crazy or something XD
Looks like you got two big red peppers on your back.
Music choice made me sub
This explain those times i missed with this thing even at extremely close range and decided not to use it ever again, though it was just my skill issue on my part
Haha i thought I was hallucinating at first because I got it around midnight and I was very tired already.
With the core I thought it has to have something to do with the output adjustment value rolling over the max.
But then with the legs, maybe it's just a really unlucky angle offset that was overlooked?
Or just something unreasonable is happening.
Wtf, it never occurred to me that the frame part is actually the problem
I’m really hope the community gonna tell that, and I’m sure from software can fix this as soon as possible.
Weird. I've used it maybe twice in PVP matches. I've landed a fully charged one but I think it was under 100m. I've seen weight tests affect distance for melee and for sure for some melee weapons different legs have different ranges. I am not certain how much generators and EN affect coral weapons overall but your tests convinced me it is definitely a Fromsoft bug and is a possible feature!
Thanks for the insight, I just unlocked it.
Wow congratulations on finding this glitch. I hope they fix it next patch
I sure hope so! I need my alba arms! lmao
Never noticed this issue but I guess I didn't try that parts combination. I agree if its broken in a way that makes it garbage, priority needs to be given to fixing it.
Most people don’t even try Alba Arms + Hal Core. Most PvP I encountered (even me) is the Machtreiher arm + Hal Core.
This video is great, but the only thing that i could think about while watching it is that you have 2 giant carrots mounted on your shoulders....
xD i should definitely do something about it
I was wondering what was going on with it too.
Its the test dummy. The test dummy is broken, I've had that issue before but I'm pretty sure the dummy is the issue not the oscillator
I appreciate you testing these glitches. My only criticism would be the methodology. It's slow and annoying to test part by part but changing multiple parts to test a single bug is an issue in and of itself. Keep it up by the way, the community wants and deserves good videos like this, I'm just being critical to try to help you explain to us the issues. Will sub and like, good stuff overall
You're right! I'm sure there was a better way to present this video. I'll strive to be able to have that level of quality of presentation when I make more informative videos in the future. Any criticism is appreciated :D thanks for the input!
And also yea, I had to one by one them so as to cross out factors as a process of elimination. the original recording took me atleast an hour and had to condense it by taking only the important bits which made sense. I also tried simplifying it from the start by the use of my thumbnail but it could only do so much I suppose as it's up for user end interpretation or my thumbnail just sucked XD
@@daichiyakushigi9288Good on you taking things in stride
Is your AC perhaps Issei Hyoudou?
I didn't expect someone to reference highschool dxd XD, the color's similar but it's supposed to be evangelion
I use the same Schneider core with the taillights on the back
Nice getter build bro
Dont expose the chicken legs that let them be a secret 😶🌫️
How even
thats an excellent fucking question
Something I would like to know too
That’s really weird
You may have overcapped your EN Load or EN output when you do charge attack. The charge attack of non bullet weapons have higher requirement than normal attack. It may be the problem. It will not show in your assembly that you are overcapped when using charged attack. If it s not the case then I don't know
sadly isn't the case, this scenario can be easily checked by simply removing all weapon aside from the coral oscillator, and that's what I did. The weapon still did not work :(
@@daichiyakushigi9288 Rip then. Glad I didn't happen to get that bug in my build
This makes me wonder if there's instead some arbitrary angle where it does hit. Try doing it backwards!
I'm currently in the process of loading now what the heck is that?!
I think it because the hal hand has weak melee effectiveness, why not you see the stat first before build i mean duhhh it obvious each arm has different melee effectiveness
Are we sure it’s a glitch and not something to do with an energy stat somewhere? Does the core affect the amount of damage at the edge of effective range?
@awhellnah__ he clearly showed it’s not all damage, it’s distance. And if you read the comments other people are saying different distances with a few different cores.
The Hal still hit at 50 meters. The effective range could be different depending on the core and generator. There are a lot of variables in the stats that people don’t fully understand yet. Chrightt did discover a broken stat, but that is not what we are watching here. To say it’s a glitch without understanding all of the stats could be a misstep. There are other things to test first.
Damn works for me on PC! Re-install maybe?
So I wasn't tripping
Doesn't this happen with the WLT011 fully charged shot? I find it difficult to hit even at point blank, had some PCA ships come out intact after unloading the fully charged beam literally in front of their bridge's.
I wonder whats causing this.
Congratulations, you find the hard mode lol
I run a full Coral build with only Hal and somehow never noticed this, does it do this in pvp cuz I’m pretty sure it was hitting for me
seems to be random client side problems restarted mine 20 times and tested each for at least an hour i didn't even once run into this problem
are you using the same leg arm and core combination? :o
@@daichiyakushigi9288 yea i have been idk just never ran into the problem for some reason i might do another testing just to make sure
@@daichiyakushigi9288 ok did some testing yea now im running into the problem now
Lol I run something similar and don’t have this problem at all I love that Melee weapon it’s great
Good find!
you might find the problem if you toggle display
What the hell even is happening in this glitch? It looks like having certain parts just makes the weapon loose all of its range.
RIP Fume Knight Sword at these builds for now i guess
Wtf is going on, I use the Coral Oscillator with the same torso/legs/arms all the time and it works fine for me.
Nvm, just realized you weren't using the same arms. That's a wild bug
maybe the spirits inside the coral are not compatible
Does this have something to do with the melee aptitude?
Someone get Zullie on this
This is wild
Maybe they tried to nerf Handler Walter
Works for me in missions.
Use energy weapons? Consider bringing affinity up.
How do you check which logs you didn’t get? And would I need do a whole play through of all 3 storylines to get them all from their unique mission paths
I did them all 1 by 1 from start to finish in the guide list, didn't bother remembering which ones i had and hadn't. If it wasnt there means I already got it , and move on to the next one.
It's something with the preset you're using. Not the sword
care to elaborate? do you have more info on this?
Is this because charge attacks temporarily increase the weapon's EN load, putting you over the limit?
I heard about the Chg. EN Load stat from @Chrightt in his energy weapons video:
ruclips.net/video/8TohVbkm0bk/видео.html
Checked again and doesn't look like it, otherwise that first switch to spring chicken wouldn't have worked either since it's got a higher EN Load...
Coral Oscillator doesn't even have that stat...
I wanted to comment exactly this. but they should do something to visually convey the fact that the weapon doesn't have enough energy... makes no sense to still fire a huge laser.
someone on PC could test this, by the way, by using cheat engine (offline and backing up the save first) to gradually increase the total EN output or whatever the right stat is, to see if the attack starts working after a certain threshold. but it's probably already easy to test by just switching parts.
I don't have this weapon yet or I'd test it myself.
Wait im confused.
That's really interesting! Good find!
That said. Ayo! That paint job is sick af! Can you share the key for it?
hey there, kept you waiting huh? here's the share id, I changed some parts since the sword doesn't work at all with the ones in the video,
"N3VT03AG0KVR" < without the quote , also keep in mind this is on steam :D (codes don't work crossplatform.)
I'm glad you liked it, it was just me trying to get an evangelion unit with the color scheme XD.
@@daichiyakushigi9288 I appreciate the response! I am playing on steam, so I'll try it out tomorrow! The scheme reminds me of the Varia Suit from Metroid, but I can definitely see how you were going for an EVA scheme. Looks really nice!
Bruh (°----°) so it wasn't me, i felt something was wrong, i was missing GIATS lol idk honestly most coral stuff needs a buff to they so expensive to use and so weak
Carrot launchers
so which parts makes this baby run?
Oh, so if you're using the entire hal set, it stops working?
if you have alba arms with it, also doesn't work if you use mind alpha core and legs with alba arms
Full HAL works, HAL arms and legs with Mind Alpha torso also works. I think the Alba arms are the problem part.
Clearly a skill issue
I assume this is patch 1.02?
Yes it is :D
Good edit!
did u send this to the devs?
Where the hell did you get those shoulder weapons?
Theyre the coral missile launchers , you get them on ng++ when you go for the third ending. Obtainable from the mission before the final chapter mission.
I found them ty so much @@daichiyakushigi9288
Miyazaki!!!
YIKES
But how I can use this weapon? Where I can find it ?
You can get it by reaching hunter rank 15 which is obtaining all battle logs =)
.... what?
Ranges are fucked in this game. You can be face to face with another mech and it says 13m distance 😂
From plz fix
Huge Armored core fan. I haven't yet purchased AC6. I'm not fully convinced.
>Huge Armored Core fan
>But doesn’t buy AC6
I don’t think that’s counted as being a “fan” lmao
@@progmrz5512 I'd never said I wasn't going to buy it. I will soon today or tomorrow. I'm just not in the rush. My brother is another huge fan of Armored core. He bought it when it came out, and I already played the game. I just don't own it yet.
Glitch?, or maybe.... haven't u tried using coral weapons with coral body parts and/or generator?... maybe parts of a type buffs weapons of same type. Maybe high stability makes blade more stable and it resumes into better range hit.
HUH????
That is one ugly AC
He looks like a walking McDonald's sponsorship
Pretty much Walter's AC but with green
@@LordRazer3 i like my veggies :)
It immediately reminded me of Evangelion so....
@@RomanNumerDos eyyy someone got the reference! :D
This explains a lot... yikes.
y u look like u made of legos
Lol your game is broken mine always hits for some reason
LOL