epic breakdown for the explosive thrower. After beating the game once thru and dipping my toes into PvP, the explosive thrower is definitely one of the most unique and fun weapons in any game really. almost feels like a wall of fire spell or something. And it works well on highly mobile ACs and heavy ACs
The Curtis and Harris are my favorite weapons in the game. The Curtis nonexistent charge time is amazing for rapid burst fire especially if you’ll dial wield them. That dps after a stagger is amazing and the ability to build up stagger is also amazing. Plus you don’t have to wait for it to cool down unlike the Harris. Harris has an amazing burst fire though. I just hate that overheat
@@TylerDoesGaming Indeed. I love the look of the Harris as well. That thing is a straight up buster. The massive damage after a well timed stagger is absolute insanity. I love firing a constant stream of burst shots from my Curtis after distracting the foe with spread missiles fired after a barrage of 6 missiles fired from my other launcher OR laser turrets. Also idk if you know this but you can charge your rifles slightly and retain your charge for a period of time while maintaining constant regular fire. With skill you can essentially make it so that your rifle is 80% charged by the time you stagger your enemy. Then you can just instant fire a shot followed by dual another set of charged shots for massive damage, canceling your opponent’s life subscription and sending him straight to Jesus early. 👼 Also I hate the name rat 🐀 for these builds lol. The fûck man lmao
@@YggdrasilsBranches I thought the name was fitting, can't win em all haha! I understand what you're saying re: building small amounts of charge between shots. I'll have to give it a try! Sounds like very powerful tech, thanks!
Hey, this build is such an underdog, but a lot of fun to play and master. I'm getting tired of seeing the same setups over and over again. It doesn't have the flashy burst damage at first sight but you only need a decent stagger and a good setup of turrets. You put in the effort and it shows, thank you for making this!
Thank you so much, I'm glad you enjoyed it! A lot of builds of course can put out higher burst damage (see my MOONSHOT video for an example!), but what makes this build strong is just the constant barrage of output. It's a very difficult build to master, but very fun when you've put in some practice!
As someone who likes to play builds with a theme and limitations on how optimised they are, like a pile bunker or laser lance being the "stinger" of a "wasp" themed lightweight close range AC that can't really stagger much, but hurts like f**k when it lands a "sting", I get what you mean. Especially pre Zimmer nerf (they're still powerful, but not instant stagger machines anymore), one of my favorite AC designs that went through 5 or so iterations was near useless in pvp. It still struggles. But atleast now I can actually rush them.
Mind Alpha is also a nice arm unit for the Curtis, hits that sweet spot where you don't have to worry about recoil even when spamming, just not all builds can fit them on especially if you need to sacrifice other good aspects just to fit them. Fire rate really blooms that reticule out but the mind alpha has just enough to keep it under control. For Harris, the FIrmeza's hit that sweet spot as the fire rate is not as high so you don't need all that extra recoil control to stop the bloom during normal fire. They are also nice and light with good EN drain too. Both also offer good firearm spec for that tracking too. Obviously on your AC i think you put the best of both worlds due to the limitations of weight load and whatnot and you picked the best of what your able to work with but the above are defo some good alternatives to look in to for anyone who wants to try Linears if they are able to fit them on their AC. I do recommend a nice tech though if you use the Linears in getting into the habit of reloading during the overheat after the charged shot, the reload still goes through during the cooldown when you cant really do anything, Its a bit weird to get used to doing but it is a good use of downtime in making sure you always have shots available. Good video!!!
Didn't know about that bit of reloading the Harris during its cool down. I've got a few builds that uses that gun so I'll be sure to utilize that tech!
People slept so hard on the Curtis, but it was my premier weapon throughout the entirety of the game even pre-patched, only occasionally being paired but not fully replaced by a Harris. The double duty of having it as a good suppression weapon to bait dodges and being able to charge to punish, and the fact it doesn't have the crippling cooldown the Harris has, made it invaluable. These Linear Rifles also just have great ammo economy for what you can do with them and like Laser Dagger, it's fast enough initiate a stagger with it and for the charge to be ready to work into your stagger punish cycle in many cases.
I admit I never gave either linear rifles a fair shot before the balance patch, so I can't speak to how they were before the buffs. However, I can see how they could be solid, even then. They are really in a great place now. I love the curtis. I just started a fully fresh new game on the steam deck and was pumped when I unlocked it!
@@TylerDoesGaming The thing about the linear rifles before the patch is that you couldn't spam charge shots with them unless you went all in on it. However, if you paced your shots, and/or did something similar to what you did here. They worked just fine. Used the Curtis quite a bit in the early game. It hard carried me for a bit.
Explosive Thrower is too much fun to use. With how quickly it "reloads", you can chain stagger people if you time your attacks right (latency dependant, of course). I've been using it to initiate a stagger rather than as a punish. Build below for anyone interested: VP-66LS DF-ET-09 Tai-Yang-Shou Vvc-70VPM 45-091 Jvln Beta VP-44D EL-PC-00 Alba EL-PA-00 Alba DF-LG-08 Tian-Qiang BST-G2/P04 FC-008 Talbot VE-20C Could be min-maxed alot more, but I like the fashion and playstyle. Allows for 300 speed, 10,780 AC, and 1789 attitude stability. Missile Javelin and Vertical Plasma Launcher for delayed but consistent attitude build up. Poke with the shotgun. Rush in and Thrower to cause stagger. Charged shotgun blast to punish. If timed right, fire shoulder weapons again. They can move now, but the Thrower is reloaded too. Charged Thrower bring attitude to ~50%. Javelin and Plasma should land. Stagger. Charged Shotgun. Rinse and repeat as necessary. I, however, am bad, and I mess up the punishes constantly 😅
That sounds like a lot of fun! I've been toying with the explosive thrower on a bunch of builds and it just feels really good overall. Super fun with how rapidly and frequently you can pop it out!
Great content, testing recoil control via the size of your reticle is not something I was familiar with. I appreciate the demonstration of uses for the stationary turret as well. I believe this is the first of your videos that I have come across, after watching the video in it’s entirety, you have an another sub. I will look forward to additional build videos if you happen to put them out. Thanks again.
You can really see the difference that recoil control makes if you use the Wrecker arms as a baseline. If you fire the Gatling guns with them it's nearly a straight line until the recoil accumulates. The arms with the worst recoil control will make the Gatling guns spray everywhere like a water squirter.
just like to put this out there for anyone who doesn't already know. once you get past I think 360ish base booster speed (not quickboost speed) you can strafe most missiles, and at 370 I was even strafing balteus' flame sword. also a truly epic build, I haven't used the explosive thrower at all in my builds, but knowing it's range now it's definitely going on at least one or two!
Oh yeah for sure boost speed can help dodge missiles really really well! Explosive throwers charged attack hits up to a crazy 206 meters haha. It's really slept on I think!
I have been playing around with explosive thrower builds and enjoy it immensely! This looks like definitely one to try for those slick combos. Very cool gameplay!
Made a similar build with both stun baton and explosive thrower. Still used the curtis because its such a good weapon! I also found that a ton of people in PVP don't actually use quick turn at all, so anytime a player and I overshoot each other or I am being chased, I charge up a shot, quick turn, shoot, and then thrower and they die
Nice vid my good sir! I'm so jelly of all of you making content, my potato PC is below minimal specs in some regards, can't record efficiently. Glad to see more build varieties! Lobsters, Rat spammers and Zookachairs, pick your poison of the meta. Ugh.
I made an all-explosives no-missile build using the bomb thrower but I only used it on the mission to take out Michigan. Definitely wanna take another look at it for my third play through.
I had a bunch of fun with the wuerger/dagger after your last vid. In a build with a similar purpose to Rat Trap, I've used a single turret with a hand missile launcher and laser spear, and various missiles on the back: soup, 2x homing, 2x split, 3 cell plasma. It only really struggles with fast tanks and institute enemies like the wheel and fast missile mechs. The thrower would be great for those arcing quick enemy movements. Evasive enemies that pause for anime attacks get lit up though: Ibis, Balteus. I've struggled to master charged attacks and their timing. Your forced damage combos here are something I will practice. I could see the launcher working well on my build above, or a single soup working in place of Ransetsu for sustained ACS pressure on yours. GJ again and thanks for the vid.
Wow I'm so glad you had fun with the ideas from the last video! I think a missile launcher or even a bazooka would be a solid replacement for the RF in this type of build. I think I might even give that a try tonight :)
@@TylerDoesGamingThe soup was situationally good, but really lacked vs fast tanks and bipeds compared to just using the thrower with direct fire. I struggled super hard trying to do swaps with the thrower. I've only managed to get melee swaps down so far. I still appreciate trying different things even if I don't polish them.
The stationary dome core expansion with an heavy weight build and weapons built for aoe and potentially the pulse sheild launcher would seem like a good counter to this build for it relying on midrange gun combat. Could also potentially be good for missile rats since it’s pretty much the exact opposite play style of them.
Explosive thrower is my favorite side arm. The charge attack is low key really useful i used to think it was bad but its so good for kites and rats. Its also really good for hitting people on the ground when youre in the air. I also take the curtis over the harris most times. Subbed for based off meta build
I ran the same setup in PvP with the TaiYangShou replaced with the slow twin missile launcher. I don't even try to pun ish, just keep firing Curtis and Missiles while nascaring and dodging avoidable shots.
@@TylerDoesGaming started a fresh run this morning with the intent of stress-testing a Curtis+Ransetsu Double Trigger build for my own piloting preference. Cleared Chapter 1 and getting ready for Chapter 2 with this latest incarnation of my main AC, Airgetlam (the left arm of this AC is always painted in a metallic silver color, hence the name). Will post full build after I clear all three endings with it, but it is currently a mid weight biped with a melee weapon in the left Weapon Bay (currently the starting Pulse Blade, have every intent on switching for a Moonlight once I get it.
@@spiceracksargent0014hey now, is that a reference to best man Bedivere from FGO? The build you've described sounds hella nice! I just recently made a new build based on Typhon Ephemeros (I hope she releases soon)
@@snacki_6730 It’s not an intended reference to him, at least. I had actually named it as a Symphogear reference: Airgetlam is a Relic that debuts in Symphogear G, used from the finale of that season on by Maria Cadenzavna Eve.
Oh hey bro don’t forget you can unleash vertical blow with the explosive bonk lol. Works when they’re on the ground while you’re airborne too. Works surprisingly well
incredible video, you know your stuff. i've also used ransetsu and curtis on one of my AC however with the pulse hammer. it does around 4k on stagger punishes and is easier to land coming in from mid-long range than the pile bunker, but lacks versatility and consistency on bipeds (also just opens you wide for any kind of punish). i'll have to try the explosive thrower. using the laser drone too, might give the turrets a shot.
Thank you so much I'm glad you liked it! Laser drones are a great alternative to the turrets, I mentioned them as one of the alternatives for this build!
I've been seeing people use HMMR on bipeds/reverse joints as a true combo off a kick. If those two hits land, they'll probably stagger, and set up the 2nd HMMR direct hit
The horizontal standard attack is best for catching a target at the same height as you. The charged variant, if you look at the explosion from the side as best as you can in the ac test, actually has quite a bit of vertical attack to it. It's much better at landing hits on targets above or below you. It absolutely takes some practice to get used to switching it up for these different use cases, and unfortunately I hadn't become very familiar with it by the time I made the video so I didn't have any recorded examples. It's really easy to see though! Just pop into the AC test, turn on the tester AC and fly above it while trying the different attack types. I really really like the thrower, and I feel like it's one of those weapons where we're going to see some very good players (much better than me haha) absolutely dominate with it at some point.
Missle rats i can deal with pretty easily. Its actually this build that i struggle against. Im 0-3 against the rangetsu turret combo in pvp so far lol.
Almost all the S rank requirements is to finish the mission as fast as you can. Except for the defense mission, and the destroy heli mission where you have to kill a couple of enemies for more bonus coam to achieve S rank
I've been really surprised by RFs in PVP, squishy cheese builds will lose if you just chip away at them while denying their burst damage. It's not very flashy, but it does feel very good to beat combo builds with an 'honest' setup. Moonshot very quickly became my favorite build after trying it out, love the attention you're giving to the more 'off-meta' weapons. I feel like AC is really good at rewarding synergy and good tactics over raw numbers, one of the reasons I've loved the game since AC4
Wow I'm so glad you're enjoying it! I have a big project on the go right now so it will be a bit before it's complete, but I hope it will be worth the wait! :D
They are possibly the strongest shoulder weapon in pve. There has been some videos shared around the community of the turrets alone killing enemy ac's (such as nightfall, in defend the dam) in seconds since you can set up a ton of them ahead of time. They are a lot of fun! One of my favorites for sure!
Heya! All my clips are straight from nvidia shadowplay recordings. I am running the game on all max settings on a 3440*1440 ultrawide screen. The clips are also in HDR and many of my uploaded videos actually work in HDR on YT, however it seems my later, and longer, clips do not have HDR versions working on YT for some reason. I hope this answers your questions!
Sounds like a ton of fun! One of my big goals with this AC was keeping the supply efficiency very high for rapid energy recovery, so that's why I opted for the RF instead of dual weilding the Curtis. Laser turrets are just really strong in general right now. I've been enjoying them in a variety of AC's, to great effect!
This build somehow reminds me of the one I‘m currently using. I only made it extremely recently so it’s still experimental and I‘d love it if anone would be kind enough to possibly give feedback ^^ (especially as I‘ve not been able to decide on a booster and engine for it as many combinations I‘ve tried seemed lacking. possibly cause of a high EN load & using reverse joints) If you‘re not interested simply ignore my comment, I do understand that people sharing & asking questions about their own builds might not be wanted. It used a similar combo just more close ranged with the Explosive Thrower and the Haldeman shotgun. (Due to shotguns having only one shot I felt like it had the best tradeoff between power and reload to keep consistent pressure while also being off reload when it needs to punish) For back weapons they are completely different. I‘ve been running double vertical plasma missile launchers as their reload and lock-on (with the WLT-001) is fast enough to have a constant stream of missiles raining on the enemy when alternating their fire. Essentially in combination with the main weapons it’s supposed to clutter the screen with a ton of AOE effects. Doge one thing and run into the next essentially. They do however have a not insignificant EN load limiting my engine options. The only deviation in all the other AC parts from the build in the video/alternatives already mentioned in the video are that I am using the Mind Beta reverse joints and the Mind Aloha head piece. (head piece is mostly for fashion, reverse joints because I simply like them) I‘d add a share code to try it out and fiddle with it here but it‘s 5am and I‘m not gonna turn my PC back on before going to sleep lmao.
Heya! Happy to discuss builds, of course! For boosters, especially with RJ's and shotguns, the buerzal is great; Assault boost, shotgun right before a kick, kick mini stun opens up for a free explosive thrower hit. Its a solid strat, and quite commonly used with the plasma thrower, but the explosive should be great as well! Vertical plasmas are fantastic! The only suggestion I would make is to use one vertical and one other missile type, just to have a more varied indirect attack pattern for your opponent to avoid. Sounds like a really fun build, and the shotgun/RJ kick combo is something I've been meaning to get into myself!
@@TylerDoesGaming Thank you for the advice ^^ After a lot more testing and seeing what's most comfortable for me for mixed back weapons I ended up switching one of the missile launchers with the Laser Drones as I've not had much luck finding other missiles that can keep up with the plasma launchers in terms of lock-on time and damage. I ended up trying the Laser Drones because I was thinking of your video where you used the Laser Turrets tho noticed that the set up playstyle doesn't work that well for myself. In terms of boosters I actually ended up decided on using the Gills. I've noticed that at the close range I'm trying to be in the Gills outperform the Alulas slightly in terms of efficiency and don't throw off my own aim as much due to the lower thrust. The Bürzel or Alula might be better for a perfectly optimised build but I just personally seem to perform better with the Gills.
No idea why missile boats are called Rats. Literally the easiest way to defeat is a missile boat is to ..... Dodge the missiles. Hell most missiles wont hit you if you just move to the left or the right or up or down.
Heya! I believe they have been labeled rats in the community specifically to distinguish them from boats. Where missile rats are very light weight and super fast, and capable of constantly assault boosting away to maintain distance, and missile boats are generally much tankier and slower, winning through attrition. I do agree that a lot of missiles are easy to dodge, however against a build where all 4 slots are missiles, and they are firing them off constantly, you will get hit enough for it to have an impact.
So I put your load out on a light build, nacht core and legs, finder eye, loader arms(my favorite arms) Vp-20C gen and I was having a blast just zooming around, and wrecking, got several S-ranks with it 🗿⚔️😱🔥🤌
Nice build. Never really considered using the explosive thrower or the laser turrets. Mostly because I had too much fun using the laser lance and laser drones in a lot of my builds. Might have some fun messing with this build and incorporating some of the stuff used here in my own builds.
I like that you can cut off the avenues of escape with the laser turrets! They’re even harder to avoid on small maps.
Yah for sure! It's a lot of fun!
epic breakdown for the explosive thrower. After beating the game once thru and dipping my toes into PvP, the explosive thrower is definitely one of the most unique and fun weapons in any game really. almost feels like a wall of fire spell or something. And it works well on highly mobile ACs and heavy ACs
The Curtis and Harris are my favorite weapons in the game. The Curtis nonexistent charge time is amazing for rapid burst fire especially if you’ll dial wield them. That dps after a stagger is amazing and the ability to build up stagger is also amazing. Plus you don’t have to wait for it to cool down unlike the Harris. Harris has an amazing burst fire though. I just hate that overheat
They are both great in their own way, lots of fun to use with their dynamic play! The buffs they got were excellent as well!
@@TylerDoesGaming Indeed. I love the look of the Harris as well. That thing is a straight up buster. The massive damage after a well timed stagger is absolute insanity. I love firing a constant stream of burst shots from my Curtis after distracting the foe with spread missiles fired after a barrage of 6 missiles fired from my other launcher OR laser turrets. Also idk if you know this but you can charge your rifles slightly and retain your charge for a period of time while maintaining constant regular fire. With skill you can essentially make it so that your rifle is 80% charged by the time you stagger your enemy. Then you can just instant fire a shot followed by dual another set of charged shots for massive damage, canceling your opponent’s life subscription and sending him straight to Jesus early. 👼 Also I hate the name rat 🐀 for these builds lol. The fûck man lmao
@@YggdrasilsBranches I thought the name was fitting, can't win em all haha!
I understand what you're saying re: building small amounts of charge between shots. I'll have to give it a try! Sounds like very powerful tech, thanks!
@@TylerDoesGaming Absolutely brother
Hey, this build is such an underdog, but a lot of fun to play and master. I'm getting tired of seeing the same setups over and over again. It doesn't have the flashy burst damage at first sight but you only need a decent stagger and a good setup of turrets. You put in the effort and it shows, thank you for making this!
Thank you so much, I'm glad you enjoyed it! A lot of builds of course can put out higher burst damage (see my MOONSHOT video for an example!), but what makes this build strong is just the constant barrage of output. It's a very difficult build to master, but very fun when you've put in some practice!
@@TylerDoesGaming Yeah, definitely one of those builds I'll play for a while. Hope you keep doing builds like this, keep up!
As someone who likes to play builds with a theme and limitations on how optimised they are, like a pile bunker or laser lance being the "stinger" of a "wasp" themed lightweight close range AC that can't really stagger much, but hurts like f**k when it lands a "sting", I get what you mean. Especially pre Zimmer nerf (they're still powerful, but not instant stagger machines anymore), one of my favorite AC designs that went through 5 or so iterations was near useless in pvp. It still struggles. But atleast now I can actually rush them.
I love opressive gameplay, I will shamelessly steal this, Thank you for your contributions.
Please do! I suggest trying out the plasma thrower as well as an area denial tool instead of the explosive thrower. They are both quite good!
Mind Alpha is also a nice arm unit for the Curtis, hits that sweet spot where you don't have to worry about recoil even when spamming, just not all builds can fit them on especially if you need to sacrifice other good aspects just to fit them. Fire rate really blooms that reticule out but the mind alpha has just enough to keep it under control.
For Harris, the FIrmeza's hit that sweet spot as the fire rate is not as high so you don't need all that extra recoil control to stop the bloom during normal fire. They are also nice and light with good EN drain too.
Both also offer good firearm spec for that tracking too. Obviously on your AC i think you put the best of both worlds due to the limitations of weight load and whatnot and you picked the best of what your able to work with but the above are defo some good alternatives to look in to for anyone who wants to try Linears if they are able to fit them on their AC.
I do recommend a nice tech though if you use the Linears in getting into the habit of reloading during the overheat after the charged shot, the reload still goes through during the cooldown when you cant really do anything, Its a bit weird to get used to doing but it is a good use of downtime in making sure you always have shots available.
Good video!!!
Didn't know about that bit of reloading the Harris during its cool down. I've got a few builds that uses that gun so I'll be sure to utilize that tech!
Lots of good info here, thanks!
I'm glad you liked the video!
People slept so hard on the Curtis, but it was my premier weapon throughout the entirety of the game even pre-patched, only occasionally being paired but not fully replaced by a Harris. The double duty of having it as a good suppression weapon to bait dodges and being able to charge to punish, and the fact it doesn't have the crippling cooldown the Harris has, made it invaluable. These Linear Rifles also just have great ammo economy for what you can do with them and like Laser Dagger, it's fast enough initiate a stagger with it and for the charge to be ready to work into your stagger punish cycle in many cases.
I admit I never gave either linear rifles a fair shot before the balance patch, so I can't speak to how they were before the buffs. However, I can see how they could be solid, even then. They are really in a great place now. I love the curtis. I just started a fully fresh new game on the steam deck and was pumped when I unlocked it!
@@TylerDoesGaming Love to see it. Go forth and send lead.
@@TylerDoesGaming The thing about the linear rifles before the patch is that you couldn't spam charge shots with them unless you went all in on it. However, if you paced your shots, and/or did something similar to what you did here. They worked just fine. Used the Curtis quite a bit in the early game. It hard carried me for a bit.
Explosive Thrower is too much fun to use. With how quickly it "reloads", you can chain stagger people if you time your attacks right (latency dependant, of course). I've been using it to initiate a stagger rather than as a punish. Build below for anyone interested:
VP-66LS
DF-ET-09 Tai-Yang-Shou
Vvc-70VPM
45-091 Jvln Beta
VP-44D
EL-PC-00 Alba
EL-PA-00 Alba
DF-LG-08 Tian-Qiang
BST-G2/P04
FC-008 Talbot
VE-20C
Could be min-maxed alot more, but I like the fashion and playstyle. Allows for 300 speed, 10,780 AC, and 1789 attitude stability.
Missile Javelin and Vertical Plasma Launcher for delayed but consistent attitude build up. Poke with the shotgun. Rush in and Thrower to cause stagger. Charged shotgun blast to punish. If timed right, fire shoulder weapons again. They can move now, but the Thrower is reloaded too. Charged Thrower bring attitude to ~50%. Javelin and Plasma should land. Stagger. Charged Shotgun. Rinse and repeat as necessary.
I, however, am bad, and I mess up the punishes constantly 😅
That sounds like a lot of fun! I've been toying with the explosive thrower on a bunch of builds and it just feels really good overall. Super fun with how rapidly and frequently you can pop it out!
Underated asf , very good high quality content
Thank you so much! More to come! :D
Nice job man! I like the build, it looks fun, and I thin kit has a lot of potential :)
Thank you so much! I'm glad enjoyed it!
Great content, testing recoil control via the size of your reticle is not something I was familiar with. I appreciate the demonstration of uses for the stationary turret as well. I believe this is the first of your videos that I have come across, after watching the video in it’s entirety, you have an another sub. I will look forward to additional build videos if you happen to put them out. Thanks again.
Wow I'm so glad you enjoyed it! I'm working on a slightly different project this time, and it's a big one! I hope it will be worth the wait :)
You can really see the difference that recoil control makes if you use the Wrecker arms as a baseline. If you fire the Gatling guns with them it's nearly a straight line until the recoil accumulates. The arms with the worst recoil control will make the Gatling guns spray everywhere like a water squirter.
just like to put this out there for anyone who doesn't already know. once you get past I think 360ish base booster speed (not quickboost speed) you can strafe most missiles, and at 370 I was even strafing balteus' flame sword. also a truly epic build, I haven't used the explosive thrower at all in my builds, but knowing it's range now it's definitely going on at least one or two!
Oh yeah for sure boost speed can help dodge missiles really really well! Explosive throwers charged attack hits up to a crazy 206 meters haha. It's really slept on I think!
Love how in depth you get into explaining every part
I have been playing around with explosive thrower builds and enjoy it immensely! This looks like definitely one to try for those slick combos. Very cool gameplay!
Hey thanks so much I'm glad you enjoyed it!
This is the sort of build that would make for a good AI AC fight, tough to counter
This build looks super fun! I really like how thoughtfully put together the whole thing is and the aesthetic is immaculate 👌🏼
Thank you so much! I'm glad you like it!
Made a similar build with both stun baton and explosive thrower. Still used the curtis because its such a good weapon! I also found that a ton of people in PVP don't actually use quick turn at all, so anytime a player and I overshoot each other or I am being chased, I charge up a shot, quick turn, shoot, and then thrower and they die
Really enjoyed this video. You got yourself a new sub😊
Awesome! I'm glad you enjoyed it! If you enjoyed this one, you should check out the moonshot ac video as well :)
@@TylerDoesGaming already did also an awesome build too :). Keep at it;
Im a simple man. I see Explosive Thrower, i like the video.
Love me my Harris, love me my thrower. Hate rats, hate tanks. Simple as.
Nice vid my good sir! I'm so jelly of all of you making content, my potato PC is below minimal specs in some regards, can't record efficiently.
Glad to see more build varieties! Lobsters, Rat spammers and Zookachairs, pick your poison of the meta. Ugh.
Thank you, I'm glad you enjoyed it!
Yeah. I use that charge shot on my wing zero build. Definitely surprises people if they don't do the melee stun lock. 😂 Very nice
I made an all-explosives no-missile build using the bomb thrower but I only used it on the mission to take out Michigan. Definitely wanna take another look at it for my third play through.
Very interesting build!!
Thanks I'm glad you liked it!
I had a bunch of fun with the wuerger/dagger after your last vid. In a build with a similar purpose to Rat Trap, I've used a single turret with a hand missile launcher and laser spear, and various missiles on the back: soup, 2x homing, 2x split, 3 cell plasma. It only really struggles with fast tanks and institute enemies like the wheel and fast missile mechs. The thrower would be great for those arcing quick enemy movements. Evasive enemies that pause for anime attacks get lit up though: Ibis, Balteus. I've struggled to master charged attacks and their timing. Your forced damage combos here are something I will practice. I could see the launcher working well on my build above, or a single soup working in place of Ransetsu for sustained ACS pressure on yours. GJ again and thanks for the vid.
Wow I'm so glad you had fun with the ideas from the last video!
I think a missile launcher or even a bazooka would be a solid replacement for the RF in this type of build. I think I might even give that a try tonight :)
@@TylerDoesGamingThe soup was situationally good, but really lacked vs fast tanks and bipeds compared to just using the thrower with direct fire. I struggled super hard trying to do swaps with the thrower. I've only managed to get melee swaps down so far. I still appreciate trying different things even if I don't polish them.
Rat Trap. yes I remember that game and that character from Beast Wars(ironically he's a rat).
The stationary dome core expansion with an heavy weight build and weapons built for aoe and potentially the pulse sheild launcher would seem like a good counter to this build for it relying on midrange gun combat.
Could also potentially be good for missile rats since it’s pretty much the exact opposite play style of them.
Possibly yeah! Pulse shield launcher is something I haven't spent nearly enough time with, thanks for the idea! :D
Explosive thrower is my favorite side arm. The charge attack is low key really useful i used to think it was bad but its so good for kites and rats. Its also really good for hitting people on the ground when youre in the air. I also take the curtis over the harris most times. Subbed for based off meta build
Thank you so much, I'm glad you liked it!
I ran the same setup in PvP with the TaiYangShou replaced with the slow twin missile launcher. I don't even try to pun ish, just keep firing Curtis and Missiles while nascaring and dodging avoidable shots.
Might have to give a Curtis+Ransetsu-RF Double Trigger build a try myself, sometime. That actually looks quite effective for ranged DPS.
It's an extremely strong combo that can be the backbone of a whole suite of solid setups! I'd love to hear what you come up with!
@@TylerDoesGaming started a fresh run this morning with the intent of stress-testing a Curtis+Ransetsu Double Trigger build for my own piloting preference. Cleared Chapter 1 and getting ready for Chapter 2 with this latest incarnation of my main AC, Airgetlam (the left arm of this AC is always painted in a metallic silver color, hence the name). Will post full build after I clear all three endings with it, but it is currently a mid weight biped with a melee weapon in the left Weapon Bay (currently the starting Pulse Blade, have every intent on switching for a Moonlight once I get it.
@@spiceracksargent0014 Sounds awesome! Moonlight pairs very well with these rifles!
@@spiceracksargent0014hey now, is that a reference to best man Bedivere from FGO? The build you've described sounds hella nice!
I just recently made a new build based on Typhon Ephemeros (I hope she releases soon)
@@snacki_6730 It’s not an intended reference to him, at least. I had actually named it as a Symphogear reference: Airgetlam is a Relic that debuts in Symphogear G, used from the finale of that season on by Maria Cadenzavna Eve.
Oh hey bro don’t forget you can unleash vertical blow with the explosive bonk lol. Works when they’re on the ground while you’re airborne too. Works surprisingly well
You mean by using the explosive throwers charged attack? Yeah for sure for sure, I definitely need to practice with that more!
You can charge the Explosion thrower to make it more vertical and with longer range!!
EDIT: nevermind!!! you mention it half way into the video XP
incredible video, you know your stuff. i've also used ransetsu and curtis on one of my AC however with the pulse hammer. it does around 4k on stagger punishes and is easier to land coming in from mid-long range than the pile bunker, but lacks versatility and consistency on bipeds (also just opens you wide for any kind of punish). i'll have to try the explosive thrower. using the laser drone too, might give the turrets a shot.
Thank you so much I'm glad you liked it! Laser drones are a great alternative to the turrets, I mentioned them as one of the alternatives for this build!
I've been seeing people use HMMR on bipeds/reverse joints as a true combo off a kick. If those two hits land, they'll probably stagger, and set up the 2nd HMMR direct hit
I would like to see this against a full four stack missle unit build on a lightweight ac, i just dominate against heavy builds with it
People really sleep on the explosive thrower. It might not be amazing but it's a quick and reliable weapon if you use it properly
Does the vertical charge attack on the explosive thrower whiff as often though?
The horizontal standard attack is best for catching a target at the same height as you. The charged variant, if you look at the explosion from the side as best as you can in the ac test, actually has quite a bit of vertical attack to it. It's much better at landing hits on targets above or below you. It absolutely takes some practice to get used to switching it up for these different use cases, and unfortunately I hadn't become very familiar with it by the time I made the video so I didn't have any recorded examples.
It's really easy to see though! Just pop into the AC test, turn on the tester AC and fly above it while trying the different attack types.
I really really like the thrower, and I feel like it's one of those weapons where we're going to see some very good players (much better than me haha) absolutely dominate with it at some point.
Missle rats i can deal with pretty easily. Its actually this build that i struggle against. Im 0-3 against the rangetsu turret combo in pvp so far lol.
I've been looking for more viable non-melee builds to make it easier to S rank missions. I think I'll try using the explosive thrower for a change
Almost all the S rank requirements is to finish the mission as fast as you can.
Except for the defense mission, and the destroy heli mission where you have to kill a couple of enemies for more bonus coam to achieve S rank
Explosive thrower is a ton of fun and very powerful, just watch out for that verticality!
nice build but also you sound like Jermaine from adventure time and i appreciate that
Thanks I'm glad you liked it! I'll have to re-watch some of that to do a comparison haha
I've been really surprised by RFs in PVP, squishy cheese builds will lose if you just chip away at them while denying their burst damage. It's not very flashy, but it does feel very good to beat combo builds with an 'honest' setup.
Moonshot very quickly became my favorite build after trying it out, love the attention you're giving to the more 'off-meta' weapons. I feel like AC is really good at rewarding synergy and good tactics over raw numbers, one of the reasons I've loved the game since AC4
Wow I'm so glad you're enjoying it! I have a big project on the go right now so it will be a bit before it's complete, but I hope it will be worth the wait! :D
i had no idea that the stationary turrets were so decent in pve (or that spamable)
They are possibly the strongest shoulder weapon in pve. There has been some videos shared around the community of the turrets alone killing enemy ac's (such as nightfall, in defend the dam) in seconds since you can set up a ton of them ahead of time.
They are a lot of fun! One of my favorites for sure!
ADVISE AGGRESSIVE SUSTAINED COUNTERFIRE
I wonder how good a moonlight is on this build instead of the explosive launcher
Moonlight fits like a glove here! It works great with the rest of the weapons!
How did you make this game look so good??? Are you running it on 4k ultrawide?
Heya! All my clips are straight from nvidia shadowplay recordings. I am running the game on all max settings on a 3440*1440 ultrawide screen. The clips are also in HDR and many of my uploaded videos actually work in HDR on YT, however it seems my later, and longer, clips do not have HDR versions working on YT for some reason.
I hope this answers your questions!
I have something similair, dual curtis and dual laser turret, the amount of projectiles you can throw down range is funny
Sounds like a ton of fun! One of my big goals with this AC was keeping the supply efficiency very high for rapid energy recovery, so that's why I opted for the RF instead of dual weilding the Curtis. Laser turrets are just really strong in general right now. I've been enjoying them in a variety of AC's, to great effect!
This build somehow reminds me of the one I‘m currently using. I only made it extremely recently so it’s still experimental and I‘d love it if anone would be kind enough to possibly give feedback ^^ (especially as I‘ve not been able to decide on a booster and engine for it as many combinations I‘ve tried seemed lacking. possibly cause of a high EN load & using reverse joints)
If you‘re not interested simply ignore my comment, I do understand that people sharing & asking questions about their own builds might not be wanted.
It used a similar combo just more close ranged with the Explosive Thrower and the Haldeman shotgun. (Due to shotguns having only one shot I felt like it had the best tradeoff between power and reload to keep consistent pressure while also being off reload when it needs to punish)
For back weapons they are completely different. I‘ve been running double vertical plasma missile launchers as their reload and lock-on (with the WLT-001) is fast enough to have a constant stream of missiles raining on the enemy when alternating their fire. Essentially in combination with the main weapons it’s supposed to clutter the screen with a ton of AOE effects. Doge one thing and run into the next essentially.
They do however have a not insignificant EN load limiting my engine options.
The only deviation in all the other AC parts from the build in the video/alternatives already mentioned in the video are that I am using the Mind Beta reverse joints and the Mind Aloha head piece. (head piece is mostly for fashion, reverse joints because I simply like them)
I‘d add a share code to try it out and fiddle with it here but it‘s 5am and I‘m not gonna turn my PC back on before going to sleep lmao.
Heya! Happy to discuss builds, of course!
For boosters, especially with RJ's and shotguns, the buerzal is great; Assault boost, shotgun right before a kick, kick mini stun opens up for a free explosive thrower hit. Its a solid strat, and quite commonly used with the plasma thrower, but the explosive should be great as well! Vertical plasmas are fantastic! The only suggestion I would make is to use one vertical and one other missile type, just to have a more varied indirect attack pattern for your opponent to avoid.
Sounds like a really fun build, and the shotgun/RJ kick combo is something I've been meaning to get into myself!
@@TylerDoesGaming Thank you for the advice ^^
After a lot more testing and seeing what's most comfortable for me for mixed back weapons I ended up switching one of the missile launchers with the Laser Drones as I've not had much luck finding other missiles that can keep up with the plasma launchers in terms of lock-on time and damage. I ended up trying the Laser Drones because I was thinking of your video where you used the Laser Turrets tho noticed that the set up playstyle doesn't work that well for myself.
In terms of boosters I actually ended up decided on using the Gills. I've noticed that at the close range I'm trying to be in the Gills outperform the Alulas slightly in terms of efficiency and don't throw off my own aim as much due to the lower thrust. The Bürzel or Alula might be better for a perfectly optimised build but I just personally seem to perform better with the Gills.
Are you in the unofficial ac discord?
This thing is fucking busted
No idea why missile boats are called Rats. Literally the easiest way to defeat is a missile boat is to ..... Dodge the missiles. Hell most missiles wont hit you if you just move to the left or the right or up or down.
Heya! I believe they have been labeled rats in the community specifically to distinguish them from boats. Where missile rats are very light weight and super fast, and capable of constantly assault boosting away to maintain distance, and missile boats are generally much tankier and slower, winning through attrition.
I do agree that a lot of missiles are easy to dodge, however against a build where all 4 slots are missiles, and they are firing them off constantly, you will get hit enough for it to have an impact.
So I put your load out on a light build, nacht core and legs, finder eye, loader arms(my favorite arms) Vp-20C gen and I was having a blast just zooming around, and wrecking, got several S-ranks with it 🗿⚔️😱🔥🤌
Sounds great! You can definitely go lighter in pve where defenses and stability matter a bit less, it's a lot of fun!
Nice build. Never really considered using the explosive thrower or the laser turrets. Mostly because I had too much fun using the laser lance and laser drones in a lot of my builds. Might have some fun messing with this build and incorporating some of the stuff used here in my own builds.