I love the in-depth explanations of how the AC fares against all these different builds, as well as the general strategies on how to beat them. I rocked a lightweight with zimmy and etsujin to build stagger, and then a stun baton and stun needle for punish. It basically gets someone to the brink of stagger, then swaps to the baton, staggers with zimmy and immediately uses charged baton to guarantee that it lands while the opponent is still actually staggered and not just when the bar is still red. The charged baton ends up extending the stagger for long enough to back off and fire the needle which then launches them back into a new area code, which gives me some distance to work with. The the delayed shocks from both of them line up with eachother and nukes them a third time. Its super fun to land but even with zimmy and etsu it sucks cuz I can either use Ming-Tang and have horrible supply efficiency, or vp-20c and have garbage recharge for an aggro AC I did not mean to type a paragraph, mah bad
Man, you make this look so effortless. Really love the way you think laterally. I’ve been taking a long AC6 pvp break, but this makes me want to jump in, push past the frustration and rust, and get good at weird stuff again.
@@One_Beeyond git IN there. Lol i thought i had exhausted all potential off meta viable options a month and change ago, then now Im on a prolific creativity spree. I actually have a backlog of builds to record, capturepvp footage and publish still. But when im stucl after a week with an item, i put it aside, work on something else, and come back after a break. The flamethrower gave me a serious headache but now its a fav build of mine. Taking a short break unlocks ideas and new perspective
I reset save file so my partner could play through fresh, but when we get all unlocks I’ll be back. I’ve been kicking around an aorta build. We’ll see where that goes.
I had no idea the resistances affected ricochet chance, I thought it was pure damage reduction! The PB/Stun Needle/RJ tech is really cool! I have a biped stun needle build I was kinda having trouble with making effective, these explanations are really valuable :)
Deflects are a minor part of the game and honestly need the middle weight ranges buffed as the painful weapons like zimms/smgs tend to reach out too far against midweights. I came up with a quick hand tool though after testing. Resists vs deflect range based on weapons effective range (not ideal range) 1000 = 120% 1100 =104% 1200 =90% 1300 =80% 1400 =68%
@@Excalibaard oh to be clear, it isnt "% chance to cause deflect", its % of listed effective range for that weapon is where deflecting starts happening 100% of the time. Ex, if your weapon has 200 effective range, and the opponent has 1200 resist to that weapon, your weapon will start deflecting at X% of the effective range
Thanks for the clarification! Makes sense that the overall amount of ricochet should increase with higher resistances! I suppose that between the ideal range (0% ricochet) and your resistance-modded effective range (100% ricochet) has some sort of linear scale in between, or the ideal range is altered by the same degree to keep the damage curve similar? I'm inspired to do some tests of my own now 😁
Assault armor is so fun to punish kites with esp. on my haldeman blade AC where it can be used to combo into haldeman->boost kick -> haldeman. So, if you don't get of the full melee punish you can still get a lot of damage off.
the way you are so well informed on how everything works in relation to each other and have such a defined understanding of your gameplay strategies is so amazing to me and i learn so much watching your videos this game personally moves far too fast for me to understand whats happening other than "shoot" and "dodge", and i dont have the best understanding of what all the stats of the parts truly add up to so i kinda just grab what works and if something feels off ill try whatever else until something feels better >.
It is def a dense game. One thing I learned late was the value of recoil in arms, followed by firing specialization, then finally as much stats as fits your weight. I didnt really play kite style play, but as they increased recoil a lot i started to see gow important it was to go in test and mag dump both guns and ensure you arent blooming.
Been loving this series on optimizing non-meta weapons! Was wondering what makes the Attache better than something like a Scudder in this build though?
@@stereotypecaster projetile speed and sustained fire so not much reloading at inopportune times (its tied with the etsi and slightly faster than ARs so it hits at range better against lightweights )
@@InAVanByTheRivrso the Attache's reliable pressure (high projectile velocity and uptime) is worth the trade in raw DPS/IPS because you have the tankiness (defenses/PB) to draw the damage race out? Sorry for the flood of questions, there's not a lot of content online covering part synergies and your videos go a long way toward filling that gap!
@stereotypecaster pretty much, we have a pistol in our right hand, paired with the PB shield this is effectively like trading as though we had two ducketts (both bc we are blocking the first 2-3 of their salvos ideally, and also because the attache firing is preventing the duckett from impact decaying to its accum impact, essentially it stays at 315 impact per shot pretty reliably. All this in mind, it is worth giving up the etsis raw impact as we are stacked in that regard, for the range of attache, but also for the steady and reliable fire in the large mag without needing to reload and surrender our impact build up to its accum impact value before staggering
@@unknownentity2352 See 39:00 i can understand why youd think that but this order is necessary for double pistol rush down matchups. The 61PB does not have long parry windows (its more of a flash parry that you prioritize a strong trade in your right hand) and we want ensure the ducket is firing for maximum burst impact anyways, that we can trade a shielded duckett of our own against their 2x duckett salvo for example. The attache is a marginal impact/sec in 0.4s and fires around the IG flash seamlessly compared to slowing the duckett and its 315 impact burst hitting like a mini shotgun. The attache on the right would be great with the 61PS and its 0.6s IG used between ducket shots. Again the pb is more of a flash parry used to make a single burst trade so we use the strongest burst impact hand weapon.
also an argument for the coquilette is the reload time is about 33% faster than the duckett, so the magazine being 1 bullet less is kind of negated in respect to consistency. not to mention looks like hal arms start to get overburdened by the duckett's recoil.
@unknownentity2352 yeah i really struggled deciding between the two. In the end the bonus range was the deciding factor for me as the toughest matchup that is definitely winnable, is kites, and getting one or two extra shots in that dont deflect is a major deal
13:19 how do you calculate your AB speed (you said it’s around 370)? know it’s based on your boost speed stat, and how far below your weight is to your load and EN load (at least I think)? Are there certain “thresholds” you’re trying to target?
Ah I meant to say 470, and there is a speedometer on the left side of your screen. AB and reg boost have thresholds at certain weights that start to have major drop offs as you go past. The boosters stat effectively is your ceiling but your weight drags you down. I think the thresholds are around 62k, 74, 85, and 100k
A trick i do is to go into the image editor and create "textures" rather than pictures. Then just stamp the texture overlapping all over the part I choose. My flamethrower build vid has a really good example of this.
I love the in-depth explanations of how the AC fares against all these different builds, as well as the general strategies on how to beat them.
I rocked a lightweight with zimmy and etsujin to build stagger, and then a stun baton and stun needle for punish. It basically gets someone to the brink of stagger, then swaps to the baton, staggers with zimmy and immediately uses charged baton to guarantee that it lands while the opponent is still actually staggered and not just when the bar is still red. The charged baton ends up extending the stagger for long enough to back off and fire the needle which then launches them back into a new area code, which gives me some distance to work with. The the delayed shocks from both of them line up with eachother and nukes them a third time. Its super fun to land but even with zimmy and etsu it sucks cuz I can either use Ming-Tang and have horrible supply efficiency, or vp-20c and have garbage recharge for an aggro AC
I did not mean to type a paragraph, mah bad
Man, you make this look so effortless. Really love the way you think laterally. I’ve been taking a long AC6 pvp break, but this makes me want to jump in, push past the frustration and rust, and get good at weird stuff again.
@@One_Beeyond git IN there. Lol i thought i had exhausted all potential off meta viable options a month and change ago, then now Im on a prolific creativity spree. I actually have a backlog of builds to record, capturepvp footage and publish still.
But when im stucl after a week with an item, i put it aside, work on something else, and come back after a break. The flamethrower gave me a serious headache but now its a fav build of mine. Taking a short break unlocks ideas and new perspective
I reset save file so my partner could play through fresh, but when we get all unlocks I’ll be back. I’ve been kicking around an aorta build. We’ll see where that goes.
I had no idea the resistances affected ricochet chance, I thought it was pure damage reduction!
The PB/Stun Needle/RJ tech is really cool! I have a biped stun needle build I was kinda having trouble with making effective, these explanations are really valuable :)
Deflects are a minor part of the game and honestly need the middle weight ranges buffed as the painful weapons like zimms/smgs tend to reach out too far against midweights.
I came up with a quick hand tool though after testing.
Resists vs deflect range based on weapons effective range (not ideal range)
1000 = 120%
1100 =104%
1200 =90%
1300 =80%
1400 =68%
@@Excalibaard oh to be clear, it isnt "% chance to cause deflect", its % of listed effective range for that weapon is where deflecting starts happening 100% of the time.
Ex, if your weapon has 200 effective range, and the opponent has 1200 resist to that weapon, your weapon will start deflecting at X% of the effective range
Thanks for the clarification! Makes sense that the overall amount of ricochet should increase with higher resistances!
I suppose that between the ideal range (0% ricochet) and your resistance-modded effective range (100% ricochet) has some sort of linear scale in between, or the ideal range is altered by the same degree to keep the damage curve similar? I'm inspired to do some tests of my own now 😁
@Excalibaard deflection just always occurs once you cross a certain thresholds of disyance based on the resistances
Was blast to be test dummy for this build. Nice vid man
@@ero9841 did I play against blast in here?
I only ever play my 1 bot in all of ranked play since launch so I always enjoy your different builds. Gg
Assault armor is so fun to punish kites with esp. on my haldeman blade AC where it can be used to combo into haldeman->boost kick -> haldeman. So, if you don't get of the full melee punish you can still get a lot of damage off.
5k baby
the way you are so well informed on how everything works in relation to each other and have such a defined understanding of your gameplay strategies is so amazing to me and i learn so much watching your videos
this game personally moves far too fast for me to understand whats happening other than "shoot" and "dodge", and i dont have the best understanding of what all the stats of the parts truly add up to so i kinda just grab what works and if something feels off ill try whatever else until something feels better >.
It is def a dense game. One thing I learned late was the value of recoil in arms, followed by firing specialization, then finally as much stats as fits your weight.
I didnt really play kite style play, but as they increased recoil a lot i started to see gow important it was to go in test and mag dump both guns and ensure you arent blooming.
Been loving this series on optimizing non-meta weapons! Was wondering what makes the Attache better than something like a Scudder in this build though?
@@stereotypecaster projetile speed and sustained fire so not much reloading at inopportune times (its tied with the etsi and slightly faster than ARs so it hits at range better against lightweights )
@@InAVanByTheRivrso the Attache's reliable pressure (high projectile velocity and uptime) is worth the trade in raw DPS/IPS because you have the tankiness (defenses/PB) to draw the damage race out? Sorry for the flood of questions, there's not a lot of content online covering part synergies and your videos go a long way toward filling that gap!
@stereotypecaster pretty much, we have a pistol in our right hand, paired with the PB shield this is effectively like trading as though we had two ducketts (both bc we are blocking the first 2-3 of their salvos ideally, and also because the attache firing is preventing the duckett from impact decaying to its accum impact, essentially it stays at 315 impact per shot pretty reliably. All this in mind, it is worth giving up the etsis raw impact as we are stacked in that regard, for the range of attache, but also for the steady and reliable fire in the large mag without needing to reload and surrender our impact build up to its accum impact value before staggering
First! And I love the videos! I have a similar build that runs the attache, stun bomb launcher, stun needle and the stun baton.
@@juancolon123 faster even than me
might swap arm weapons with one another since the attache is rapidfire and you dont want to interrupt it by shielding
@@unknownentity2352 See 39:00
i can understand why youd think that but this order is necessary for double pistol rush down matchups. The 61PB does not have long parry windows (its more of a flash parry that you prioritize a strong trade in your right hand) and we want ensure the ducket is firing for maximum burst impact anyways, that we can trade a shielded duckett of our own against their 2x duckett salvo for example. The attache is a marginal impact/sec in 0.4s and fires around the IG flash seamlessly compared to slowing the duckett and its 315 impact burst hitting like a mini shotgun. The attache on the right would be great with the 61PS and its 0.6s IG used between ducket shots. Again the pb is more of a flash parry used to make a single burst trade so we use the strongest burst impact hand weapon.
also an argument for the coquilette is the reload time is about 33% faster than the duckett, so the magazine being 1 bullet less is kind of negated in respect to consistency. not to mention looks like hal arms start to get overburdened by the duckett's recoil.
@unknownentity2352 yeah i really struggled deciding between the two. In the end the bonus range was the deciding factor for me as the toughest matchup that is definitely winnable, is kites, and getting one or two extra shots in that dont deflect is a major deal
13:19 how do you calculate your AB speed (you said it’s around 370)? know it’s based on your boost speed stat, and how far below your weight is to your load and EN load (at least I think)? Are there certain “thresholds” you’re trying to target?
Ah I meant to say 470, and there is a speedometer on the left side of your screen.
AB and reg boost have thresholds at certain weights that start to have major drop offs as you go past. The boosters stat effectively is your ceiling but your weight drags you down.
I think the thresholds are around 62k, 74, 85, and 100k
@InAVanByTheRivr cool, thanks!
Okay but where can I get that mech fashion tho?
@@cyanide7270 heres the share ID
1LZ8EC6DYP3V
Everyone’s paint jobs are better than mine :(
A trick i do is to go into the image editor and create "textures" rather than pictures. Then just stamp the texture overlapping all over the part I choose. My flamethrower build vid has a really good example of this.