You know, I'm watching these (as well as combat vids on AC6 in general) for the past month or so, and with every single vid I see my point being proven more and more: this game begs for boost-running as an alternative to boost-sliding. And today I finally remembered a game that does said movement right in the best way possible: and this game (surprisingly) is ANTHEM. I remember how SUPERB the movement there was, and how EXCELLENT & fluid the running, and dodging there truly is. And it's done using LEGS (excluding the Storm javelin which hovers above the ground almost all the time except when it's casually going on a stroll), and it feels AMAZING! It's what AC6's ground boost-sliding is lacking imo, it just doesn't feel right because it looks silly, it feels too weightless and becomes extremely dull & boring too fast. I would rather run around (note: on the ground, not in the air. In the air the boost/thrusters are acceptable, on the ground - no) using legs but with the same speed as when using boost-sliding, instead of actual boost-sliding tbh. And yes, everything I've said above is my biggest gripe with bipeds in AC6, quads (tetrapods) & tanks are fine just as is, boost-sliding isn't a problem when using those types of legs. But bipeds - hell no, gimme that sweet leg movement pls. UPD: And what throws me off the most is that it seems like there's no mod for what I described above, still nothing! How is that, how could it be, is just beyond me.
Hey poji Super quick question Why not use talbot instead of abbot, considering the close range is almost the same and we're willing to forget ocellus Another thing also Why not use basho arms? I thought everyone would use the basho for this build but both u and mood(when he played) dont use it Is the firearms spec that much more important than melee spec here?
Talbot uses quite a lot more EN than Abbot, and I'm using Nachtreier core and likes to have more EN efficiency even if only a little. But I use ocellus on this build now. People said that the firearm spec doesn't matter, but I do land far more shots more consistently with this one more than when I use basho. I made the choice based of just that...
I feel don't think I can explain much about melee cancelling, it comes down to practice and knowing the behavior of your melee weapon. Sorry... But I might be able to help with positioning part. The general rule I follow is to stay out of a range where your opponent's weapon would be the most effective, and start chase with full tank, unless you're confident your opener will connect. There are exceptions of course, but this can be applied to most fights. With Kikaku you can approach enemies pretty fast, however if the enemy uses san-tai you might redline your generator before being able to catch them if you started too far away. I feel like this is too vague, so feel free to ask!
@@Anch0rd Mathematically-wise the most of the work is done by the FCS, which should actually be an ocellus and not an Abbot (that's my second issue with the build) I do play double melee linear by myself and I just use Basho arms + Ocellus
I usually go by feeling when it comes to choosing parts, I prefer balanced FA.spec and melee.spec arms + abbot/talbot more than basho + ocellus, the follow up harris landed much more consistently compared to when I used basho, not to mention I can get to mid range and still somewhat reliably land harris normal shots to build up impact, should the situation forces me to. I lost some damage off my melees sure, but it feels more reliable, and I'd choose that over some more damage.
@@Podjie stat-wise firearm spec affects your actual tracking and locking so little you could actually ignore it for the most part I hit midrange majestic shots with Basho arms and SLT FCS Check the math, you'd be surprised
Is the white bar their health? That one melee move seems way too powerful. I don't play the game but from the vids Ive seen its seems like making an AC stagger is something you can focus on enough to where such a powerful move is unbalanced. Or maybe he just had low HP.
The white bar beneath 'redacted' box is their health bar, as well as the curved white bar on top of the targeting reticle/circle. Staggering is the goal for most builds as it locks your enemy in place and you get to deal more damage based on your weapons' direct hit multiplier. Very satisfying to pull off, but doesn't feel as good to be on the receiving end... As for the move, I believe you're referring to the one that looks like an uppercut motion? It's a charged attack of a heavy melee weapon that doesn't have its own thrust, so you have to position yourself well to land it. Though there's a trick to using it where you can use the normal attack that has innate thrust, cancel it, and let the momentum carries you towards your target while you're winding up for the charged attack. Kills lightweights and most medium weights in one combo, but may take more to take down ones with good physical defense.
Against the heavy dual gattling, my PA would got shredded if I stay near him, and my weapons weren't ready, so I prioritize getting away. As for the second one... that's just an error on my part... I switched from AA to PA just recently, so I'm still getting used to it.
@@Podjie even if your shield gets shredded it's not like you also get staggered right away. and the blade and rifle don't cool down that slow. welp I just watched Mood play a lot with the same build (one could even say "it's his build") and he never runs away while having the barrier because with how fragile the build is, he can't pass up such a good chance to land the combo. but whatevs, you won there, sooo...
I made a mistake with the Parts List at the beginning. The legs used in these clips are Nachtreier Legs.
+ The arms are Firmeza...
And the arms are firmeza
@@AleaLacteEst I forgot to say... Thanks for pointing that out!
that last kill being so quick after having to chase the guy around the round prior is so good lol
6:23 I was like... "alright... what's he up to...?" and then that Harris connect justified whatever the logic may have been haha
That was some fancy piloting, you’re pretty good
You just popped up on my feed, great piloting with the use of repositioning for the melee finisher. I’m subscribing! Thank you.❤
Thank you, I appreciate the sub!
That first fight had me on the edge of my seat good piloting Raven!!
Thank you!
I Love how elegant this playstyle is 😘👌🏾 well done sir.
Thank you!
Oh shit, the weapons perched towards the end, hard-core.
Harris is so good, it's insta-stagger majority of the time.
It's the best Kinetic Rifle in the game, the buff it got in recent patch made it a monster
You know, I'm watching these (as well as combat vids on AC6 in general) for the past month or so, and with every single vid I see my point being proven more and more: this game begs for boost-running as an alternative to boost-sliding. And today I finally remembered a game that does said movement right in the best way possible: and this game (surprisingly) is ANTHEM. I remember how SUPERB the movement there was, and how EXCELLENT & fluid the running, and dodging there truly is. And it's done using LEGS (excluding the Storm javelin which hovers above the ground almost all the time except when it's casually going on a stroll), and it feels AMAZING! It's what AC6's ground boost-sliding is lacking imo, it just doesn't feel right because it looks silly, it feels too weightless and becomes extremely dull & boring too fast. I would rather run around (note: on the ground, not in the air. In the air the boost/thrusters are acceptable, on the ground - no) using legs but with the same speed as when using boost-sliding, instead of actual boost-sliding tbh.
And yes, everything I've said above is my biggest gripe with bipeds in AC6, quads (tetrapods) & tanks are fine just as is, boost-sliding isn't a problem when using those types of legs. But bipeds - hell no, gimme that sweet leg movement pls.
UPD: And what throws me off the most is that it seems like there's no mod for what I described above, still nothing! How is that, how could it be, is just beyond me.
PILEBUNKER MENTIONED 🗣️🗣️
I was screaming at you to use pulse armor on the first match against the 2nd pilot lol.
One word for u: GOD!
Subbed. Nice piloting skill bruh
Could use some EN management control.
Melee boosting has its downside of being power hungry.
(Slaps melee booster) Problem solved bois
Beautiful
Quick question. I just go Armored Core 6 last week (im kinda a veteran in the series) i was wondering how you do the charge cancel thing
You simply Quickboost before the actual "swing", and it will cancel your melee.
w pilot
I still havent been able to get 3v3 matches :(
KIKAKU's performance is too peaky, but I found the first user who can use it well.
Hey poji
Super quick question
Why not use talbot instead of abbot, considering the close range is almost the same and we're willing to forget ocellus
Another thing also
Why not use basho arms?
I thought everyone would use the basho for this build but both u and mood(when he played) dont use it
Is the firearms spec that much more important than melee spec here?
Talbot uses quite a lot more EN than Abbot, and I'm using Nachtreier core and likes to have more EN efficiency even if only a little. But I use ocellus on this build now.
People said that the firearm spec doesn't matter, but I do land far more shots more consistently with this one more than when I use basho. I made the choice based of just that...
@@Podjie
Thank you so much for the answer
Have an amazing day
:]
Iv mastered this build and made a fun montage video of it on my RUclips. The funnest build iv played.
I tryed to play just like you but i struggle a lot
Any advices about melee cancel and positionning?
I feel don't think I can explain much about melee cancelling, it comes down to practice and knowing the behavior of your melee weapon. Sorry...
But I might be able to help with positioning part. The general rule I follow is to stay out of a range where your opponent's weapon would be the most effective, and start chase with full tank, unless you're confident your opener will connect. There are exceptions of course, but this can be applied to most fights. With Kikaku you can approach enemies pretty fast, however if the enemy uses san-tai you might redline your generator before being able to catch them if you started too far away.
I feel like this is too vague, so feel free to ask!
@@PodjieThank you 🙏(btw you should duel that one guy called "Mood" one day,that would be epik)
@@FairPlayClubChadsthis is moods build. I also use it and made a montage with it lol
Are you on PC by any chance? Your build is vaguely familiar to me. Great job regardless on the matches
Yes, I do play on PC
@Podjie I'd love to battle you one day! Been running around customs with a build like that
I'm kinda puzzled on the arm choice... Why not basho if you're going melee?
Im guessing but, using the harris like that needs good firearm spec and firmeza has both that and a decent melee spec
@@Anch0rd Mathematically-wise the most of the work is done by the FCS, which should actually be an ocellus and not an Abbot (that's my second issue with the build)
I do play double melee linear by myself and I just use Basho arms + Ocellus
I usually go by feeling when it comes to choosing parts, I prefer balanced FA.spec and melee.spec arms + abbot/talbot more than basho + ocellus, the follow up harris landed much more consistently compared to when I used basho, not to mention I can get to mid range and still somewhat reliably land harris normal shots to build up impact, should the situation forces me to. I lost some damage off my melees sure, but it feels more reliable, and I'd choose that over some more damage.
@@Podjie stat-wise firearm spec affects your actual tracking and locking so little you could actually ignore it for the most part
I hit midrange majestic shots with Basho arms and SLT FCS
Check the math, you'd be surprised
Is the white bar their health? That one melee move seems way too powerful. I don't play the game but from the vids Ive seen its seems like making an AC stagger is something you can focus on enough to where such a powerful move is unbalanced. Or maybe he just had low HP.
The white bar beneath 'redacted' box is their health bar, as well as the curved white bar on top of the targeting reticle/circle.
Staggering is the goal for most builds as it locks your enemy in place and you get to deal more damage based on your weapons' direct hit multiplier. Very satisfying to pull off, but doesn't feel as good to be on the receiving end...
As for the move, I believe you're referring to the one that looks like an uppercut motion? It's a charged attack of a heavy melee weapon that doesn't have its own thrust, so you have to position yourself well to land it. Though there's a trick to using it where you can use the normal attack that has innate thrust, cancel it, and let the momentum carries you towards your target while you're winding up for the charged attack. Kills lightweights and most medium weights in one combo, but may take more to take down ones with good physical defense.
why run away while your barrier is on? and why not use it when you're very close to death if it's still available?
Against the heavy dual gattling, my PA would got shredded if I stay near him, and my weapons weren't ready, so I prioritize getting away. As for the second one... that's just an error on my part... I switched from AA to PA just recently, so I'm still getting used to it.
@@Podjie even if your shield gets shredded it's not like you also get staggered right away. and the blade and rifle don't cool down that slow. welp
I just watched Mood play a lot with the same build (one could even say "it's his build") and he never runs away while having the barrier because with how fragile the build is, he can't pass up such a good chance to land the combo.
but whatevs, you won there, sooo...
I envy your wifi connection
2:32 why are you reacting the names?