The HP ban was exclusively applicable if stored in hangers. If put outside of hangers it was completely legal due to how its low ammo capacity makes it less of a constant threat and more of an AP lead thief. If it was used in hangers this would result in it being found in the lategame phase of combat, where it will have a good chance of stunlocking the target. I do like it paired with the ROC4 in LR but in NB it would be good with idk the ROC2 maybe? Still excellent a weapon, but not so much that it needs to be banned all the time. I'll also mention that the 124/EE isn't the fastest locking FCS for missiles in AC 2, rather it's the LODD-QHT due to a bug that swapped the values of both. As for a bunch of weapons I consider annoyingly powerful for singleplayer (given that multiplayer would require me to elaborate on a pretty different set of reasons if not weapons entirely), here's some picks for newbies: - MWG-MG800 (SL): Really surprised you didn't pick this one. To better put into perspective what this ungodly banned thing is, let's look at the two other MGs. The MG1000 you posted is very good at spamming bullets... which are too slow to the point of wasting far more ammo than you would have if you used the MG500. Seriously what's the point of 1000 bullets that you generally never fully use and if you do it's for damage you haven't dealt that would have been dealt if you used the MG500 in the first place. The MG500 hits harder and has muzzle velocity that isn't awful, but it is also going to not shoot as much in the long run. The MG800 combines the accuracy and power of the MG500 and the spam of the MG1000 into a "compromise" of both. I say this loosely because it has 15% more DPS than the MG1000 while having the muzzle velocity of the MG500. Hell with 800 bullets you still get a lot of firing time, but because your accuracy isn't trash like the MG1000 you will do so much more damage overall that at this point the MG800 just dominates so much that it trivializes many other choices, hence the actual PvP ban on it. Oh and it's the lightest of the three because we need to beat that horse even further. I struggle to find a weapon stronger than it overall in SL. Well other than the next weapon. -MWG-SRFL70 (SL): Strongest left arm gun in SL, not a single extra question to even cross the mind. 70 sniper rifle bullets is a very nice amount overall. 656 damage per hit, kinda pushing it. The worst part is the fact that it shares the lockbox of the right arm weapon. This is potentially a wide and shallow sniper rifle and that is very, very not ok. In AC vs AC there's not a single left arm gun that can dare compete with how spammy and easy to hit this thing is. I have scoured through quite a lot of old tournament footage and every single person was using that gun. If you have this with the MG800 you will just have a really easy time melting ACs. Anticipation of shots? AC movement? Please, just fire randomly and you will get hits. You can tape both firing buttons down and focus on not dying and you will win many encounters before you even run out of ammo. - CR-WH05BP (NB/LR): Literally nicknamed God Bazooka by the Japanese and for really good reason. Back in NB, its performance was so absurd it was banned outright from PvP, which is all you do in NB for the most part. Its damage output is insane (higher than the Karasawa), its heat generation is good, its rate of fire is solid and the ammo capacity is good. This is already a good list of traits, but what made it shine so much is its sheer stunning power and velocity. The latter is actually very nice, allowing for easy hits on target uncharacteristic of a bazooka. The stunning power on the other hand is a thing of beauty. This thing will stun anything in NB on hit, leading to easily rendering the enemy helpless. Nothing can really be done about it. I like to think of it as the shell damage reincarnation of 2nd gen's Karasawa, but in a playing field that is overall less powerful than what was in that generation. A lot of challenges can be overcome through this weapon, and the best part is that after many nerfs in LR, that thing is still top 10 weapons in LR tier. Sadly this is a really late game weapon in NB. Combine with HP for a very annoying combo. - CR-WH02RS WYRM (NX especially, NB maybe): If you talk to me about Nexus's iconic weapon, I will immediately point to the WYRM. This sniper rifle defined the entire meta of the game. Dual WYRMs were even banned from competition, and PvP was the only time in AC history i could think of where ND+ND weapons were meta. It's even good in singleplayer. The two round burst of 820 damage is very neat especially with the characteristically high muzzle velocity of sniper rifles, but this is AC Nexus. Everything there has high accuracy. You can barely dodge these things. On top of that, this does not suffer the ammo weakness of sniper rifles. 60 rounds of ammo are in each gun, which is extremely nutty in terms of overall potential damage. You can beat NX very easily with a pair of WYRMs in cases where the M2 MG lacks range. In NB the ammo count got cut down to 24 rounds, but it is still good there. LR made it useless by making weapons very inaccurate among other things. - EWX-VLS214(2/AA): Honestly this is the easiest missile launcher to get good results with for a newbie, least from my experience. If you look at the stats, you'd think it's a waste of space. 2 880 damage missiles fired vertically? That's true, but those are multimissiles. Each missile splits into 4, dealing 880x4 each. This is further compounded by how verts are oddly accurate, as well as multis performing better when heading downwards. You can just spam at long range in open maps and win easily that way. It's mostly an arena weapon though, but it is a very strong package overall. Moonlight Blade (1st gen especially, 2nd gen, 3/SL): There is no weapon better for mission cleanup than a blade, and the Moonlight in these generations is peak blade. The sheer damage it does makes it a really strong pick for saving ammo vs durable opponents and against large easy to reach targets. A must have for 1st and 2nd gen, early 3rd might favor the left hand guns. Late 3rd is just bad for blades overall. I wouldn't call it that OP in other games, but 1st gen? I will absolutely say it is simply because of how strongly it pulls you in when you try to blade in the air with it, and it can eat up to half an actual arena AC's AP in a single swipe. If you get the head, it can even OHKO some ACs without the need for quad or tank legs. It also doesn't help that it has the lowest energy usage of all blades by a very big margin, meaning it is really spammable. Absolutely recommend using it whenever applicable in 1st gen. Did I mention the H+ explosive blade wave especially with how 1st gen explosions double hit on direct impact?
Great mentions with explanations! -Wasn't aware of the HP banned only in hangers, I was under the impression the stunlock was so ridiculous it was considered unfair to be used at all. -Also wasn't aware of the LODD-QHT being the fastest FCS in AC2, I will have to try that out now. -The MWG-MG/800 Was a strong contender for this list, the increased velocity makes it a very large upgrade over the MG1000 for SL. I always use it when playing Silent Line, I am just a tad more familiar with AC3 so I decided to throw the MG1000 on this list. -Never really used the CR-WH05BP, as you mentioned it is obtained relatively late in NB, and it was so heavy I never really gave it much thought. I've used it a few times in Last Raven where it is pretty viable however. Will try it if I ever get around to finishing this 100% gold NB playthrough on the emulator. -Moonlight was another strong consideration for the list, I just suck with blades! I wish there was a better way to play old gen PVP, as I never got to experience it during its prime. I'll have to research some PVP footage, I know many people on the AC Discord prefer NB as the go-to game. Thank you for sharing!
Piggybacking on his comment, the machinegun weapon arms in Nexus were also OP. The improved tracking and slower game speed allowed them to quickly shred anything in close range. When paired with the machinegun EO core, you can kill any AC in seconds.
Shoutout to the flamethrower and parking lot arena in armored core 3. Literally back yourself into corner and let the enemies mindlessly get themselves stuck kntop of you and unload.
"I managed to kill all 5 NEXTs during "Occupation of Arteria Carpals" before Old King could even die." Great! Genocide is always much more fun if shared with best bros.
@@Tenchigumisounds like Owl in all his boss fights in Sekiro love the thematic connections with Old King and Owl in totally different styles and types of game made with the same heart they always had.
Kinda? Just played through the game the past few days and while they are hella strong, the lack of predictive aiming makes them a bit hard to use against AC's unless you catch them in a bad landing, and the ai not knowing it's killed something means it'll dump half the mag against MT's if you let it LOL. Still if you play around that, they do be shredin
I'm astonished no grenade launchers made it onto this list. I used those things to steamroll AC4. Them and the ER-0200 or LR01-Antares. Cheap, lightweight lasers with good fire rate and whatever grenade launchers didn't put me overweight. Can wreck almost anything.
Shoutout to the RC01-PHACT Railcannons in AC:FA for basically trivializing most NEXT fights in the game thanks to it's absurd PA penetration and high velocity, meaning that you'll constantly deal direct AP damage against enemy NEXT's. It's also one of the few tickets for an S rank on Occupation of Carpals hardmode as only Roadie, Lilium, and Kasumi can properly tank shots while Wynne and Otsdarva get dumpstered on.
The Phact rail cannons were life-savers when I was trying to beat "Occupation of Arteria Carpals", and paired with the Torus Kojima cannon-arms were most likely the only reason I was able to finally beat that nightmare... 😅
Ahhhh, the finger was so broken in phantasma. btw i did manage to run out of ammo with it's 6000 round edition ammo with the back parts once.. I was a very bad pilot as a young kid.
Shouts out to the lightest, most accurate laser rifle in every AC game after the first. Those weapons always shred with decent damage rate, great precision, and significant ammo count. XC213, XC90, SHADE, etc.
Missiles were great in a lot of Armored Core games but if you were looking blast through AC fights and the Arena in Armored Core 2 look no further than the ZAW-XP/T9 Plasma Cannon arms.
You should do more lists like this! I had no idea about how powerful that rifle was in AC3 until you pointed it out, or the spread laser arms, I sorta just stick to what I know instead of experimenting, so its cool to see all the stuff I missed. You should do some "Underrated parts" or more OP parts lists but keep it to single generations (1st gen, 2nd gen, 3rd or 3.5 gen, etc.)
I'm surprised the Moonlight beam saber didn't make the list. It's in every game, and while I didn't use it in all of them, I really used it heavily in the 2 and 3 series. It's lock-on function, especially when combined with overboost, can let you close the distance with an opponent almost instanty, with a nearly free beam homing saber dash on final approach. If you spam this, you can just stunlock guys, or chase them around forever in the air, and absolutely tear them apart.
I came here just to make sure WA-FINGER from Phantasma made the cut... but I think WM-AT was even more busted: the original huge missile launcher had 10 shots!
Regulation 1.0 SALINE05's. Literally the most broken thing ever in ACFA. MP203's in 1.4 regulation. Also SALINE05's don't suck in 1.4, they just aren't as good as mp203s. But they still work well in pvp and pve. essentially a slightly less accurate mp203, with way more total damage but less total burst dmg. In fact, they are the only spread missile that has ANY use to them, as spread missiles in general, as well as scatter missiles were made into the worst missile types. Mp203s and Saline05 are the only exceptions to this, Mp203s being the best missile launcher for pvp due to them having insane tracking, a large spread, and highest damage of class (shared by only 1 other scatter missile, but it deals reduced damage.) Saline05 on the other hand has the best in class everything for spread missiles.
The flamethrower in AC3 single handedly carried me through the arena lol. The AI doesn't try to avoid it so if you backed yourself into a corner you burn any opponent down in seconds
Surprised the EKLAKH-ARMS for Regs 1.2 -1.4 didn't get mentioned when AC4A was brought up: - Amazing standalone damage, shreds PA like no tomorrow. - Near-perfect accuracy and tracking, even on low lock speed FCS parts. - Absolutely lethal when combined with any back-mounted Grenade Cannon, and most other back cannon-style weapons.
The Karasawa and Moonbeam from the first Armored Core is god tier equipment for all missions available in the game! Combine the plasma cannon on your shoulder for AOE damage on enemies without peeking your head out of corners!
As SOON as I saw this vid in my suggestion box I immediately thought the Karasawa from AC1. Damn near hit-scan, high fire-rate, and stupid powerful. Since you included some extensions, I'd throw in the AC3 version of the MEST-MX/CROW. Great list!! You really know your stuff.
Awesome video; the wealth of new AC content and long-dormant fans of the series coming out of the woodwork with the announcement of AC6 is making me SO, so happy! Also congrats on hitting 100 subs! I just reached 100 on the dot a few days ago and while I realize that in the grand scheme of YT things it barely even registers, it still felt pretty great, and I hope you got the same buzz from it! Speaking of, after watching this I’m more than happy to become number 125. Cheers!
I feel dumb going through most of these games with just a machine hand gun lol Time to replay everything once again this year! glad to see videos like these are being made, we're back ravens!!
DEARBORN02 and 03 deserve an honorable mention here. That proximity detonation made them one of the most consistent performers across both 4 and For Answer in my experience. On a related note, you'll be happy to know that PS3 Armored Core 4's regulation problem is semi-fixed on the RPCS3 emulator. I made my file a guinea pig for an attempted work-around that ended up succeeding.
White Glints missiles where broken due to turning rate / tracking. Basically they are unavoidable damage. The other things where just icing on he cake. You can use 4 fingers in NEXUS due to the weapon hangers.
Dual blading in AC4A basically carried me through the game. Strapped on back boosters, shoulder boosters, the biggest generator I could find, BLUEXS FCS, and light/low en body parts, and watched the world burn as I dashed in and out of combat like a complete asshole with nigh-unlimited energy and the touch of death, outrunning missiles and shanking fools in mid-OB. I was only ever able to play this game via emulation (Reg 1.2), so no real humans were harmed in the midst of my assholery.
I started with Phantasma, so the Karasawa was unavailable. I liked the XPS-9900 dual back multi-missile. It fired 8 missiles per lock with a good fire rate and accuracy at long range. Not so good at close range, but it was compatible with the ultra-tanky ANKS arms that shot your defense into the stratosphere. In AC2 the EWX-VLS241 dual vertical multi-missile similarly fires are large volley with one lock, but they rain from the sky making them very difficult to dodge and can also combine with relation missiles.
I like your style of videos it brings back some good memories of armored core I also remember either in armored core 2 or 3 there being a single large missile that I think you could have 2 of but one hit with those bad boys was all that was needed all I remember was rank 2 in the arena being a large tank tread ac with high health and massive firepower giving me a lot of trouble and absolutely dogging him with those things plus options were ridiculously OP at one point and never forget the moonlight blade great vid new sub
I held on beating the final boss in Project Phantasma until I got the Finger because Stinger is such a clown who deserved Finger treatment. One thing I can think for downside is that the weapon range is so short, but I rarely if ever used hand gun in 1st gen AC games so I don't have frame of reference for that.
ACV - Prepatch USG-23/H For bothACV and ACVD, the most bonkers weapons are. X000 KARASAWA - 4 shot laser rifle, that can 2 shot any poor AC. Usually they slap these on quad legs so that they can hover and rain down these shots. Accuracy spec'd. Tansy KE rifle - High ammo count, can carry you for all missions against KE weakness enemies Strezoka/Streks - High powered Battle Rifle that you always need for any PvP, and helpful for PvE fights Lotus - High accuracy Battle Rifle if you need better muzzle velocity, multipurpose enough to take out the scrubs in PvE. Jellyfish, Jukebox are two common missiles people usually run. CE missile suck because of how bad their tracking are. Don't even bother with AS missiles unless its for missions. But the real OVERPOWERED weapon are the HEAT piles. These things ONE SHOT dudes. Especially Au-R-F19, even if you stack max CE defense, you will get one shotted. Special mention to USG-23/H Gattling Gun, in ACV, everyone was bringing this because of its impact power and damage, basically shreds everything. It was patched 3 weeks after.
Honestly, tank builds as a whole are absurdly strong thanks in part to 5th gens defense system and the fact that they can use cannon weapons without issue. Most 1V2 missions are absolutely steamrolled once you build a tank AC that's basically immune to their attacks.
5:20 "In the dream destroyer that is Last Raven" As someone who's first experience with the AC series was getting massacred by this game to the point of rage-quitting, that is a spot-on description of the game. 😂🤣
Pulse cannons: the ones in Ac 1-3 were great. Low weight, hit like a truck, and the cherry on top was the 80 ammo. Add in a rifle and you were set. Buy the 98000 in project phantasma, and have PLUS up to no kneeling. The Moonlight just added close range.
Was looking for this reply. Given the huge arenas and high mobility in AC2, and the fact you could drop the admittedly heavy and power hungry gun after it's ammo was gone, this thing was a nightmare on reasonably mobile mechs. Makes a lot of arena fights a cakewalk and caused a lot of salt in PvP. The spread bazooka (can't reecall the proper name) was also quite overtuned, since it could easily stunlock most mechs without even having to land the entire shot.
Ok so after watching this I do have a few small critiques - if you’re interested! Feel free to ignore/delete this if not. These are just lessons I’ve learned myself working on videos over the past year. But, as with all criticism, they’re entirely subjective, so if they run counter to your stylistic/aesthetic intent, don’t feel like they’re the absolute truth or anything lol. First off, during the intro I feel like when you were using that shot of the Canopus, you could’ve used a shot of the Karasawa instead, since that’s the more iconic name for it. I love that you used a shot of Werehound during the intro; AC2 was my first entry into the series and he was, like many people (I suspect) my first major stumbling block. I once had an honest-to-god nightmare about being chased down and murdered by him. During the first entry, when you’re showing off the power of the MAW-DSL, while I liked the couple of gags you had in there, there was also a lot of dead air, and you could easily have just used a quick shot of the weapon firing, the zoom on the enemy HP bar, and then pick whichever one of the two you thought was funnier and move on. I also noticed the “dead air around audio gags” thing pop up in a couple other entries; just something to keep in mind. We’re here watching this video to hear you and your opinions, after all! I like how instead of just talking about the weapons themselves, you take the time to situate them in the larger context of the systems and gameplay mechanics of the game(s) they feature in, and do so in a way that feels accessible even to people who don’t have a ton of experience with the series. Congrats on avoiding the VO pitfall that a lot of new/smaller channels fall into when they’re recording their scripts: dreary monotone. I appreciate that you put in the extra effort with your voice to use multiple tones and inflections to lend some life to your writing! That said, I think you could go even further with it; you clearly care a lot about and have a ton of enthusiasm for this series - let us hear it! Speaking of your VO, I feel like overall you could talk maybe…20% faster than you do in this video; the VO feels a little…I dunno, plodding/deliberate, whereas speeding up your delivery might lend it a little more of that air of enthusiasm. I realise that YT bases most of its metrics off of watch time these days, but shortening the potential time investment you’re asking from your viewers goes a long way towards upping your potential view counts. Again, during the White Glint missile section, you could cut out the footage in between the significant moments, just show one missile launch and then a couple of brief missile impacts to get your point across, and then the enemy AC’s death. And speaking of enthusiasm, I loved hearing you get more up in arms about how powerful these were pre-nerf; that’s the kind of VO I’m talking about, haha! Anyways, all my other thoughts would just be repeats, so I’ll leave it here. Like I said, please don’t take any of this personally, or if it doesn’t jive with what you’re trying to achieve, feel like you have to listen to any of it at all. These are just my thoughts on some stuff I wish people had told me when I was working on improving my content. Also not in any way suggesting my videos are like…superior at all; I don’t think there’s a point in comparing the content of a given creator to anything except their own work. In any case, I’m really glad I stumbled across your channel, and I look forward to checking out the rest of your work! Hope to see more new stuff from you soon as well, cheers! :D Edit: also I forgot to mention, even if this video weren’t anywhere near as fun or interesting as it is, I still would’ve subbed just for that G-Gundam reference.
Thank you! This was my first time ever making anything like this, so kind of just went with what I knew. Learned a lot while editing, and you have provided some great feedback points here. Of course while it was rendering/uploading I had many of the same realizations, but decided to keep it going or I’ll be ruined by perfectionism. I did like to put the weapons into context and provide a “best” way to use them, as just slapping them on the list without a strong explanation would’ve felt cheap. Definitely going have the next video feel “tighter,” both in terms of talking and footage. AC2 was also my first and is still my favorite. H+ cutscene gave child me nightmares. Again, thank you! :)
@@briggs1000 Of course, happy to! As I said, I really enjoyed the video, and I look forward to seeing more of your stuff; it seems like you’ve got a real flair for this, and you won’t have to work hard to improve as you’re already most of the way there! Also, I’m curious; what potential aspect of AC6 are you most excited about?
@@novemberbravo6194 Cliché, but I am really excited to see how FromSoftware handles a modern Armored Core after all of their knowledge and experience gained from working on Souls, Serkio, ER, etc. Hard to accurately gauge from the trailer, but it is implied to have aspects from all generations which could be a really good thing! I imagine AC6 will have the most fleshed out missions yet, as missions have always been one of the AC series weaker points in my opinion.
@@briggs1000 I agree; I’m looking forward to an AC with modern, contemporary graphics and hopefully a somewhat more-intelligible-than-usual story haha. Up til now even though I’ve played most of them I’ve had to rely on my buddy @Armoredcorelore to explain what the hell is going on in a given game lol. But that’s a concern for when the game actually drops. For now I just wanna see gameplay.
As a fellow RUclipsr (not on this account), I agree about all the editing tips. A great way to know if your editing is good is to check out the Audience Retention Graph. The graph should be as flat as possible. If the graph goes down then it means the viewers are losing interest at that point
yea i agree on how you the 1k machine gun can carry you thru the entire arena, you just need good AC that is fast and has EO and it is pretty much enough for everything in the arena, i did it even without a left weapon because its THAT good
I went to test the 1.0 Salines in For Answer and good lord you weren't kidding. 1.0/1.1 is my favorite regulation to play on as well because it's more similar to AC4, and I think the game got a little too fast for my tastes in later regulations, so I get to use the overpowered missiles to my heart's content.
6:13 the best part...there is a variant of this type of pistols in LR that while a bit weaker, they have significantly more ammo...and a massive heat build up on heat for a pistol(with the downside of not being usable as hangar units), these thing could make short work of ACs and was the bane of pvp where you could quickly drain your targets energy reserves by sticking them full of hot lead..
Towards the end of my AC play time (Silent Line), I had settled on lightweight builds that focused on forcing my friends into laser blade duels. Specifically, I would boost into their flank and get them in the air. I preferred a lightweight bi-ped setup, balanced (but on the faster end) boosters, low energy drain and the Moonlight with WA-Finger. Dodging missiles for days and staying in the air to avoid them finding me.
I know you said you haven't played 5/VD so I'll man the miniguns in 5 are insane and carried me hard for MANY missions. I would bring 4 which was 20k rounds iirc and it didn't really matter what the defense or ap of enemies was with that much lead constantly coming their way. Also great video.
As much as I love the MWG-MG/1000 for arena use, it is rather impractical for missions where you have to shell out for every single round you fire. Same with the MWG-RF/200. Bad enough you have to pay for repair costs out of pocket on each mission, but ammunition as well? Just gimme the laser version of the MWG-RF/200 and save the rest of the money for kitting out the best mech you can assemble.
Saline missles are still very powerful, but they take skill now. The trick is to use them like a shotgun and hop at/on your target. Rain them down from a short height.
I respect most of these, though I think if not in the top 10, honorable mention needs to go to the MOTOCOBRA machine guns, especially when paired with the lightweight GRB-TRAVERS grenade cannons in For Answer, even on the latest regulations. The MOTOCOBRAs chew through Primal Armor like candy and can shred AP, and when combined with the burst damage of the grenade cannons, it can devastate pretty much the entire game. And best of all, this can go on pretty much any build that isn't an ultralight.
The Pixy MG with 800 rounds is about as OP and old reliable as they come. It's lighter than the MG 1000 and from armored core Silent Line onwards, it somehow managed to slip under the radar from the people bitching about Mags being powerful. I hate when people complain about parts they just don't like being powerful, it's kinda the point in games where customization is a thing, to find what works to take down the most difficult enemies.
Lack of HZL30 is criminal. That shit + MG/1000 or CWG-GS/56 is the ultimate cheese. I especially use the howie shotgun combo on a lightweight HUESO build, it's a fucking beast.
Honorable mention to CR-WH05BP 40 round Bazooka made seemingly impossible missions and arena a cakewalk in Silent Line. It was too good that it got nerfed in Last Raven.
Yep, that checks out lmao. In some cases the dual back missile hidden part (blanking on the part number) were even more OP in PP's arena - any enemy weak to physical would get chunked for 2k+ per volley, and for the rest there was always karasawa. Also carpals occupation hard mode old king lives% is something i've only done with blades, i'll have to try that 1.0 laser cannon.
Kojima Missiles in ACFA are excellent Next killers, though you need to be careful using them because your opponent can detonate them after leaving the launchers.
I know my friends would say the flares and the pile bunker sword are OP but that’s one because they weren’t expecting me to drop down and skewer them like Sephiroth to Aerith lol.
In AC 3 and Silent Line I use my Son Of A Gun 2.0 build that is a hover AC that uses a Howitzer and The MWG-MG/1000 and what I do with this build is I get really close to the enemy and constantly move in a 360 circle around the enemy to defeat them as they can't hit me if I just circle around them and constantly hitting them
Nice. I don't pvp, this is just single player opinions: In AC1 my fav is the WC-01QL with quad legs. This is the only AC game where damage was so shifted to back weapons that quad legs were actually worth it. AC2: EAW-BZD for easy arena stomping and the EWG-MGSAW for spamming through missions. AC3: KWG-FTL450 / MWG-MG/1000 (I never felt the need to use the 500 since I needed to get close enough to flame thrower anyway) SL: KWG-FTL450 / MWG-MG/800 (don't fix what only gets more broken) NR: WB25PU-LAMIA3 for DPS, SHADE for when I run out of ammo.
Fully expected the Finger and Karasawa to be at the top. I would probably add the Moonlight and the back mounted Linear/Laser Cannons (CWX-LIC-10 from AC3 and WC-IR24 from Project Phantasma)
Man the grenade launchers in ac4/a were so much fun to fire. Only problem with those laser rifle wings was that they absolutely murdered your energy levels with every use.
MWG-MG/1000 is an odd choice. The MG/800 is outright better except for the ammo count and is step above any other MG in Silent Line. The MG/1000 is good, but not really overpowered. Also surprised at no mention of some of the AC2 back missiles or EN cannon arms.
It's also an EXCEPTIONAL heat machine gun. For arena battles, it's probably the single most viable for causing output down on every AC in the game. Combined with burst missiles and GG.
No one serious about Armored Core PvP ever banned the HP pistol, it was used in multiple high level tournaments, generally speaking its only low level casual players who ban parts in PvP.
Hot damn! Didn't know Saline was that dumb, no wonder it was recommended in a lot of builds I looked up. I played on latest regulations whenever I emulate 4A, and they always felt kinda underwhelming, or where just missiles for support fire. Meanwhile, I found Bismuth and Big Sioux actually kinda dumb, while still swapping guided regular missiles every so often.
ah yes mg 1000 , my favorite machine gun in silent line , sadly in nine breaker & last raven this machinegun firerate has been nerf , nine breaker & last raven i've always played it since i was a kid
Funny thing is...both Nine-Ball and Phantasma share the same general weakness in AA: getting above them and slamming large rockets down into them. Phantasma is easy: you can basically land on it. Nine-Ball is a little trickier, as you have to boost backwards and just start floating against the back wall: his AI makes him want to get close and behind you to blade you to death, so he'll boost in the wall beneath you for a few seconds at a time, allowing you to sink rockets.
I wouldn't say the Wraiths are close to the HP in terms of effectiveness. HPs deal 50% more DPS than Wraiths before magazine reloads are taken into account and 20% more DPS after taking into account magazine reloads. This is before taking into account the higher velocity and especially its stun when it was introduced in NB. The value associated with stun is 4757, which was annoyingly high. For comparison, the CR-WR93B3 and CR-WR93RL have a recoil value of 4241, and that's a lightweight bazooka and a linear rifle respectively. As a result of this the HP almost singlehandedly made a softcap of >4757 stability for basically all ACs in NB or they will be stunlocked to death until the HP reloads or runs out of ammo, and by then a big AP lead has been achieved. LR made AC stability across the board better but even then the HP was still superior. Now this isn't to put down the Wraith as it is one of the de facto hanger weapons commonly used along with the CR-WH69H, but those were actually allowed in hangers in the first place in PvP. HP wasn't. This kinda illustrates what power difference we're dealing with here. Still, Wraith gud, but HP's essentially top 5 weapon levels in games where it appeared.
That green rifle straight up carried me right to the top of the arena rankings by itself. (With the occasional substitution for that stubby pulse cannon for extra high shell def opponents)
Two things, the bp handguns in lr? Meh, i never had issues with them. The missiles that are deadlies in ac2 and ac2aa were the single back unit multi missiles, so powerful
Suprised micro missiles aren't mentioned, those things are the only missiles which are worth using in Nexus above aside from Satyros and maybe multi missiles
Come on people, Exile is not that hard! I beat him on MY SECOND TRY! And just so you know, I'm not good at these games even though I grew up with them! So if a noob like me can defeat E-32,I DOUBT THAT EXILE IS DIFFICULT TO BEGIN WITH!
@@metalgearexcelsus that's not what I meant. I never got into emulation. Unless emulation has changed that much, I do want to see some of the new mechanics that came in later titles to be added in to the older titles. what I was wanting more is the games remade and updated with modern controls with some of the new weapon ideas that came later. What is the most popular emulator nowadays? maybe I'll give emulation another go.
Hmmm, depends on what you’re trying to do. For training missions, minmax according to the situation. Ex: dodge missile test, bring light fast AC with decoys and anti missile extensions. Defeating opponents? MG’s are good, dual rifles with EO cores are solid, vert missiles are always a solid choice.
The HP ban was exclusively applicable if stored in hangers. If put outside of hangers it was completely legal due to how its low ammo capacity makes it less of a constant threat and more of an AP lead thief. If it was used in hangers this would result in it being found in the lategame phase of combat, where it will have a good chance of stunlocking the target. I do like it paired with the ROC4 in LR but in NB it would be good with idk the ROC2 maybe? Still excellent a weapon, but not so much that it needs to be banned all the time. I'll also mention that the 124/EE isn't the fastest locking FCS for missiles in AC 2, rather it's the LODD-QHT due to a bug that swapped the values of both. As for a bunch of weapons I consider annoyingly powerful for singleplayer (given that multiplayer would require me to elaborate on a pretty different set of reasons if not weapons entirely), here's some picks for newbies:
- MWG-MG800 (SL): Really surprised you didn't pick this one. To better put into perspective what this ungodly banned thing is, let's look at the two other MGs. The MG1000 you posted is very good at spamming bullets... which are too slow to the point of wasting far more ammo than you would have if you used the MG500. Seriously what's the point of 1000 bullets that you generally never fully use and if you do it's for damage you haven't dealt that would have been dealt if you used the MG500 in the first place. The MG500 hits harder and has muzzle velocity that isn't awful, but it is also going to not shoot as much in the long run. The MG800 combines the accuracy and power of the MG500 and the spam of the MG1000 into a "compromise" of both. I say this loosely because it has 15% more DPS than the MG1000 while having the muzzle velocity of the MG500. Hell with 800 bullets you still get a lot of firing time, but because your accuracy isn't trash like the MG1000 you will do so much more damage overall that at this point the MG800 just dominates so much that it trivializes many other choices, hence the actual PvP ban on it. Oh and it's the lightest of the three because we need to beat that horse even further. I struggle to find a weapon stronger than it overall in SL. Well other than the next weapon.
-MWG-SRFL70 (SL): Strongest left arm gun in SL, not a single extra question to even cross the mind. 70 sniper rifle bullets is a very nice amount overall. 656 damage per hit, kinda pushing it. The worst part is the fact that it shares the lockbox of the right arm weapon. This is potentially a wide and shallow sniper rifle and that is very, very not ok. In AC vs AC there's not a single left arm gun that can dare compete with how spammy and easy to hit this thing is. I have scoured through quite a lot of old tournament footage and every single person was using that gun. If you have this with the MG800 you will just have a really easy time melting ACs. Anticipation of shots? AC movement? Please, just fire randomly and you will get hits. You can tape both firing buttons down and focus on not dying and you will win many encounters before you even run out of ammo.
- CR-WH05BP (NB/LR): Literally nicknamed God Bazooka by the Japanese and for really good reason. Back in NB, its performance was so absurd it was banned outright from PvP, which is all you do in NB for the most part. Its damage output is insane (higher than the Karasawa), its heat generation is good, its rate of fire is solid and the ammo capacity is good. This is already a good list of traits, but what made it shine so much is its sheer stunning power and velocity. The latter is actually very nice, allowing for easy hits on target uncharacteristic of a bazooka. The stunning power on the other hand is a thing of beauty. This thing will stun anything in NB on hit, leading to easily rendering the enemy helpless. Nothing can really be done about it. I like to think of it as the shell damage reincarnation of 2nd gen's Karasawa, but in a playing field that is overall less powerful than what was in that generation. A lot of challenges can be overcome through this weapon, and the best part is that after many nerfs in LR, that thing is still top 10 weapons in LR tier. Sadly this is a really late game weapon in NB. Combine with HP for a very annoying combo.
- CR-WH02RS WYRM (NX especially, NB maybe): If you talk to me about Nexus's iconic weapon, I will immediately point to the WYRM. This sniper rifle defined the entire meta of the game. Dual WYRMs were even banned from competition, and PvP was the only time in AC history i could think of where ND+ND weapons were meta. It's even good in singleplayer. The two round burst of 820 damage is very neat especially with the characteristically high muzzle velocity of sniper rifles, but this is AC Nexus. Everything there has high accuracy. You can barely dodge these things. On top of that, this does not suffer the ammo weakness of sniper rifles. 60 rounds of ammo are in each gun, which is extremely nutty in terms of overall potential damage. You can beat NX very easily with a pair of WYRMs in cases where the M2 MG lacks range. In NB the ammo count got cut down to 24 rounds, but it is still good there. LR made it useless by making weapons very inaccurate among other things.
- EWX-VLS214(2/AA): Honestly this is the easiest missile launcher to get good results with for a newbie, least from my experience. If you look at the stats, you'd think it's a waste of space. 2 880 damage missiles fired vertically? That's true, but those are multimissiles. Each missile splits into 4, dealing 880x4 each. This is further compounded by how verts are oddly accurate, as well as multis performing better when heading downwards. You can just spam at long range in open maps and win easily that way. It's mostly an arena weapon though, but it is a very strong package overall.
Moonlight Blade (1st gen especially, 2nd gen, 3/SL): There is no weapon better for mission cleanup than a blade, and the Moonlight in these generations is peak blade. The sheer damage it does makes it a really strong pick for saving ammo vs durable opponents and against large easy to reach targets. A must have for 1st and 2nd gen, early 3rd might favor the left hand guns. Late 3rd is just bad for blades overall. I wouldn't call it that OP in other games, but 1st gen? I will absolutely say it is simply because of how strongly it pulls you in when you try to blade in the air with it, and it can eat up to half an actual arena AC's AP in a single swipe. If you get the head, it can even OHKO some ACs without the need for quad or tank legs. It also doesn't help that it has the lowest energy usage of all blades by a very big margin, meaning it is really spammable. Absolutely recommend using it whenever applicable in 1st gen. Did I mention the H+ explosive blade wave especially with how 1st gen explosions double hit on direct impact?
Great mentions with explanations!
-Wasn't aware of the HP banned only in hangers, I was under the impression the stunlock was so ridiculous it was considered unfair to be used at all.
-Also wasn't aware of the LODD-QHT being the fastest FCS in AC2, I will have to try that out now.
-The MWG-MG/800 Was a strong contender for this list, the increased velocity makes it a very large upgrade over the MG1000 for SL. I always use it when playing Silent Line, I am just a tad more familiar with AC3 so I decided to throw the MG1000 on this list.
-Never really used the CR-WH05BP, as you mentioned it is obtained relatively late in NB, and it was so heavy I never really gave it much thought. I've used it a few times in Last Raven where it is pretty viable however. Will try it if I ever get around to finishing this 100% gold NB playthrough on the emulator.
-Moonlight was another strong consideration for the list, I just suck with blades!
I wish there was a better way to play old gen PVP, as I never got to experience it during its prime. I'll have to research some PVP footage, I know many people on the AC Discord prefer NB as the go-to game. Thank you for sharing!
Piggybacking on his comment, the machinegun weapon arms in Nexus were also OP. The improved tracking and slower game speed allowed them to quickly shred anything in close range. When paired with the machinegun EO core, you can kill any AC in seconds.
@@spiidey1 Oh yeah both those parts were banned in competition as well.
One of my main builds in LR uses the CR-WH05BP. It is surprisingly capable when used against slower ACs
thanks for letting me know this guy doesn't know what he's talking about now i don't need to watch the video
Shoutout to the flamethrower and parking lot arena in armored core 3. Literally back yourself into corner and let the enemies mindlessly get themselves stuck kntop of you and unload.
And i used it with bazooka & tank leg, and i destroy the arena
"I managed to kill all 5 NEXTs during "Occupation of Arteria Carpals" before Old King could even die."
Great! Genocide is always much more fun if shared with best bros.
Too bad the only time Old King says anything nice to you is when he's dying.
@@Tenchigumisounds like Owl in all his boss fights in Sekiro love the thematic connections with Old King and Owl in totally different styles and types of game made with the same heart they always had.
Shout-out to pre-nerf Orbits in Armored Core 3. They basically played the game for you.
Orbits are still good in Nexus, Ninebreaker, and Last Raven
Mostly for PvP tho
The energy rifle orbits from nexus still basically played the game for me.
@@petervilla5221 Sorry, I can't hear you over the sound of my 1000 clip machinegun firing nonstop.
Kinda? Just played through the game the past few days and while they are hella strong, the lack of predictive aiming makes them a bit hard to use against AC's unless you catch them in a bad landing, and the ai not knowing it's killed something means it'll dump half the mag against MT's if you let it LOL.
Still if you play around that, they do be shredin
Yasya orbits in Last Raven are eating enemy ACs alive for me.
I'm astonished no grenade launchers made it onto this list. I used those things to steamroll AC4. Them and the ER-0200 or LR01-Antares. Cheap, lightweight lasers with good fire rate and whatever grenade launchers didn't put me overweight. Can wreck almost anything.
I used the Ogotos along with those exact laser rifles to S rank most of the missions as well
Shoutout to the RC01-PHACT Railcannons in AC:FA for basically trivializing most NEXT fights in the game thanks to it's absurd PA penetration and high velocity, meaning that you'll constantly deal direct AP damage against enemy NEXT's. It's also one of the few tickets for an S rank on Occupation of Carpals hardmode as only Roadie, Lilium, and Kasumi can properly tank shots while Wynne and Otsdarva get dumpstered on.
The Phact rail cannons were life-savers when I was trying to beat "Occupation of Arteria Carpals", and paired with the Torus Kojima cannon-arms were most likely the only reason I was able to finally beat that nightmare... 😅
Honorable mention: Every single laser blade in ACFA on Reg 1.15
Lol even in 1.2 you can wreck everything with virtually infinite energy and great boosters using the Eltanin blades
Ahhhh, the finger was so broken in phantasma. btw i did manage to run out of ammo with it's 6000 round edition ammo with the back parts once.. I was a very bad pilot as a young kid.
Shouts out to the lightest, most accurate laser rifle in every AC game after the first. Those weapons always shred with decent damage rate, great precision, and significant ammo count. XC213, XC90, SHADE, etc.
Project Phantasma was my first AC game. After killing Black Dragon I was awarded with that odd machine gun. Man it made all the missions a breeze.
Missiles were great in a lot of Armored Core games but if you were looking blast through AC fights and the Arena in Armored Core 2 look no further than the ZAW-XP/T9 Plasma Cannon arms.
I just finished playing AC1 and ACPP, and the plasma cannon arms are still top tier arena weapons even back then.
You should do more lists like this! I had no idea about how powerful that rifle was in AC3 until you pointed it out, or the spread laser arms, I sorta just stick to what I know instead of experimenting, so its cool to see all the stuff I missed.
You should do some "Underrated parts" or more OP parts lists but keep it to single generations (1st gen, 2nd gen, 3rd or 3.5 gen, etc.)
His list isn't really that good or researched
@@U9B I'd still be down for more people to make more lists discussing parts from the various generations.
Good to see that the KARASAWA has always been a good sortie weapon. Also, I like that, despite their raw strength, no one uses rockets.
Cuz they expensive af lmao
I'm surprised the Moonlight beam saber didn't make the list. It's in every game, and while I didn't use it in all of them, I really used it heavily in the 2 and 3 series. It's lock-on function, especially when combined with overboost, can let you close the distance with an opponent almost instanty, with a nearly free beam homing saber dash on final approach. If you spam this, you can just stunlock guys, or chase them around forever in the air, and absolutely tear them apart.
I came here just to make sure WA-FINGER from Phantasma made the cut... but I think WM-AT was even more busted: the original huge missile launcher had 10 shots!
Regulation 1.0 SALINE05's. Literally the most broken thing ever in ACFA. MP203's in 1.4 regulation. Also SALINE05's don't suck in 1.4, they just aren't as good as mp203s. But they still work well in pvp and pve. essentially a slightly less accurate mp203, with way more total damage but less total burst dmg. In fact, they are the only spread missile that has ANY use to them, as spread missiles in general, as well as scatter missiles were made into the worst missile types. Mp203s and Saline05 are the only exceptions to this, Mp203s being the best missile launcher for pvp due to them having insane tracking, a large spread, and highest damage of class (shared by only 1 other scatter missile, but it deals reduced damage.) Saline05 on the other hand has the best in class everything for spread missiles.
Time to put the Zimmerman all the way at #1
Zimmerman, Gatling gun, needle cannon and songbird 🤣
The flamethrower in AC3 single handedly carried me through the arena lol. The AI doesn't try to avoid it so if you backed yourself into a corner you burn any opponent down in seconds
Surprised the EKLAKH-ARMS for Regs 1.2 -1.4 didn't get mentioned when AC4A was brought up:
- Amazing standalone damage, shreds PA like no tomorrow.
- Near-perfect accuracy and tracking, even on low lock speed FCS parts.
- Absolutely lethal when combined with any back-mounted Grenade Cannon, and most other back cannon-style weapons.
The Karasawa and Moonbeam from the first Armored Core is god tier equipment for all missions available in the game! Combine the plasma cannon on your shoulder for AOE damage on enemies without peeking your head out of corners!
As SOON as I saw this vid in my suggestion box I immediately thought the Karasawa from AC1. Damn near hit-scan, high fire-rate, and stupid powerful. Since you included some extensions, I'd throw in the AC3 version of the MEST-MX/CROW. Great list!! You really know your stuff.
Awesome video; the wealth of new AC content and long-dormant fans of the series coming out of the woodwork with the announcement of AC6 is making me SO, so happy! Also congrats on hitting 100 subs! I just reached 100 on the dot a few days ago and while I realize that in the grand scheme of YT things it barely even registers, it still felt pretty great, and I hope you got the same buzz from it! Speaking of, after watching this I’m more than happy to become number 125. Cheers!
Machinegun arms + machinegun back weapon in AC4 is stupid OP just the accuracy and velocity melts anything
I feel dumb going through most of these games with just a machine hand gun lol
Time to replay everything once again this year! glad to see videos like these are being made, we're back ravens!!
Before I watch it, that frigging 1025 ammo machine gun got me through all of the second gen.
DEARBORN02 and 03 deserve an honorable mention here. That proximity detonation made them one of the most consistent performers across both 4 and For Answer in my experience.
On a related note, you'll be happy to know that PS3 Armored Core 4's regulation problem is semi-fixed on the RPCS3 emulator. I made my file a guinea pig for an attempted work-around that ended up succeeding.
White Glints missiles where broken due to turning rate / tracking. Basically they are unavoidable damage. The other things where just icing on he cake.
You can use 4 fingers in NEXUS due to the weapon hangers.
Thanks for covering different types of overpowered weapons. I liked the A-10 sound effect.
Dual blading in AC4A basically carried me through the game. Strapped on back boosters, shoulder boosters, the biggest generator I could find, BLUEXS FCS, and light/low en body parts, and watched the world burn as I dashed in and out of combat like a complete asshole with nigh-unlimited energy and the touch of death, outrunning missiles and shanking fools in mid-OB.
I was only ever able to play this game via emulation (Reg 1.2), so no real humans were harmed in the midst of my assholery.
9:00 hey i recognize that style of combat * cue gundam wing music *
Moonlight back when you could throw/shoot the blade back in the day before it was nerfed.
I started with Phantasma, so the Karasawa was unavailable. I liked the XPS-9900 dual back multi-missile. It fired 8 missiles per lock with a good fire rate and accuracy at long range. Not so good at close range, but it was compatible with the ultra-tanky ANKS arms that shot your defense into the stratosphere.
In AC2 the EWX-VLS241 dual vertical multi-missile similarly fires are large volley with one lock, but they rain from the sky making them very difficult to dodge and can also combine with relation missiles.
I like your style of videos it brings back some good memories of armored core I also remember either in armored core 2 or 3 there being a single large missile that I think you could have 2 of but one hit with those bad boys was all that was needed all I remember was rank 2 in the arena being a large tank tread ac with high health and massive firepower giving me a lot of trouble and absolutely dogging him with those things plus options were ridiculously OP at one point and never forget the moonlight blade great vid new sub
I held on beating the final boss in Project Phantasma until I got the Finger because Stinger is such a clown who deserved Finger treatment. One thing I can think for downside is that the weapon range is so short, but I rarely if ever used hand gun in 1st gen AC games so I don't have frame of reference for that.
I feel Autocannons should be on this list from 5 and Verdict Day. They tear the entire game apart on a tank
If that's the case then the ultra Karasawas in 5 would be on the list. 2 shots take out most ACs, so all you have to do is duel weld
ACV - Prepatch USG-23/H
For bothACV and ACVD, the most bonkers weapons are.
X000 KARASAWA - 4 shot laser rifle, that can 2 shot any poor AC. Usually they slap these on quad legs so that they can hover and rain down these shots. Accuracy spec'd.
Tansy KE rifle - High ammo count, can carry you for all missions against KE weakness enemies
Strezoka/Streks - High powered Battle Rifle that you always need for any PvP, and helpful for PvE fights
Lotus - High accuracy Battle Rifle if you need better muzzle velocity, multipurpose enough to take out the scrubs in PvE.
Jellyfish, Jukebox are two common missiles people usually run. CE missile suck because of how bad their tracking are. Don't even bother with AS missiles unless its for missions.
But the real OVERPOWERED weapon are the HEAT piles. These things ONE SHOT dudes. Especially Au-R-F19, even if you stack max CE defense, you will get one shotted.
Special mention to USG-23/H Gattling Gun, in ACV, everyone was bringing this because of its impact power and damage, basically shreds everything. It was patched 3 weeks after.
Honestly, tank builds as a whole are absurdly strong thanks in part to 5th gens defense system and the fact that they can use cannon weapons without issue. Most 1V2 missions are absolutely steamrolled once you build a tank AC that's basically immune to their attacks.
5:20 "In the dream destroyer that is Last Raven" As someone who's first experience with the AC series was getting massacred by this game to the point of rage-quitting, that is a spot-on description of the game. 😂🤣
Pulse cannons: the ones in Ac 1-3 were great. Low weight, hit like a truck, and the cherry on top was the 80 ammo. Add in a rifle and you were set. Buy the 98000 in project phantasma, and have PLUS up to no kneeling. The Moonlight just added close range.
Amazing video, really not enough armored core content like this out there. Hope to see more!
I'll admit, I was really expecting the ZWF-S/NIGHT laser sniper from AC2 to make the list.
Was looking for this reply. Given the huge arenas and high mobility in AC2, and the fact you could drop the admittedly heavy and power hungry gun after it's ammo was gone, this thing was a nightmare on reasonably mobile mechs. Makes a lot of arena fights a cakewalk and caused a lot of salt in PvP. The spread bazooka (can't reecall the proper name) was also quite overtuned, since it could easily stunlock most mechs without even having to land the entire shot.
Oh yeah, hit-scan city. The only reason I can see it being held back from this list is it's relatively low ammo (20)
Subscribed in the hope of seeing more videos like this ❤
Ok so after watching this I do have a few small critiques - if you’re interested! Feel free to ignore/delete this if not. These are just lessons I’ve learned myself working on videos over the past year. But, as with all criticism, they’re entirely subjective, so if they run counter to your stylistic/aesthetic intent, don’t feel like they’re the absolute truth or anything lol.
First off, during the intro I feel like when you were using that shot of the Canopus, you could’ve used a shot of the Karasawa instead, since that’s the more iconic name for it.
I love that you used a shot of Werehound during the intro; AC2 was my first entry into the series and he was, like many people (I suspect) my first major stumbling block. I once had an honest-to-god nightmare about being chased down and murdered by him.
During the first entry, when you’re showing off the power of the MAW-DSL, while I liked the couple of gags you had in there, there was also a lot of dead air, and you could easily have just used a quick shot of the weapon firing, the zoom on the enemy HP bar, and then pick whichever one of the two you thought was funnier and move on. I also noticed the “dead air around audio gags” thing pop up in a couple other entries; just something to keep in mind. We’re here watching this video to hear you and your opinions, after all!
I like how instead of just talking about the weapons themselves, you take the time to situate them in the larger context of the systems and gameplay mechanics of the game(s) they feature in, and do so in a way that feels accessible even to people who don’t have a ton of experience with the series.
Congrats on avoiding the VO pitfall that a lot of new/smaller channels fall into when they’re recording their scripts: dreary monotone. I appreciate that you put in the extra effort with your voice to use multiple tones and inflections to lend some life to your writing! That said, I think you could go even further with it; you clearly care a lot about and have a ton of enthusiasm for this series - let us hear it!
Speaking of your VO, I feel like overall you could talk maybe…20% faster than you do in this video; the VO feels a little…I dunno, plodding/deliberate, whereas speeding up your delivery might lend it a little more of that air of enthusiasm. I realise that YT bases most of its metrics off of watch time these days, but shortening the potential time investment you’re asking from your viewers goes a long way towards upping your potential view counts.
Again, during the White Glint missile section, you could cut out the footage in between the significant moments, just show one missile launch and then a couple of brief missile impacts to get your point across, and then the enemy AC’s death. And speaking of enthusiasm, I loved hearing you get more up in arms about how powerful these were pre-nerf; that’s the kind of VO I’m talking about, haha!
Anyways, all my other thoughts would just be repeats, so I’ll leave it here. Like I said, please don’t take any of this personally, or if it doesn’t jive with what you’re trying to achieve, feel like you have to listen to any of it at all. These are just my thoughts on some stuff I wish people had told me when I was working on improving my content. Also not in any way suggesting my videos are like…superior at all; I don’t think there’s a point in comparing the content of a given creator to anything except their own work.
In any case, I’m really glad I stumbled across your channel, and I look forward to checking out the rest of your work! Hope to see more new stuff from you soon as well, cheers! :D
Edit: also I forgot to mention, even if this video weren’t anywhere near as fun or interesting as it is, I still would’ve subbed just for that G-Gundam reference.
Thank you! This was my first time ever making anything like this, so kind of just went with what I knew. Learned a lot while editing, and you have provided some great feedback points here. Of course while it was rendering/uploading I had many of the same realizations, but decided to keep it going or I’ll be ruined by perfectionism. I did like to put the weapons into context and provide a “best” way to use them, as just slapping them on the list without a strong explanation would’ve felt cheap. Definitely going have the next video feel “tighter,” both in terms of talking and footage. AC2 was also my first and is still my favorite. H+ cutscene gave child me nightmares. Again, thank you! :)
@@briggs1000 Of course, happy to! As I said, I really enjoyed the video, and I look forward to seeing more of your stuff; it seems like you’ve got a real flair for this, and you won’t have to work hard to improve as you’re already most of the way there!
Also, I’m curious; what potential aspect of AC6 are you most excited about?
@@novemberbravo6194 Cliché, but I am really excited to see how FromSoftware handles a modern Armored Core after all of their knowledge and experience gained from working on Souls, Serkio, ER, etc. Hard to accurately gauge from the trailer, but it is implied to have aspects from all generations which could be a really good thing! I imagine AC6 will have the most fleshed out missions yet, as missions have always been one of the AC series weaker points in my opinion.
@@briggs1000 I agree; I’m looking forward to an AC with modern, contemporary graphics and hopefully a somewhat more-intelligible-than-usual story haha. Up til now even though I’ve played most of them I’ve had to rely on my buddy @Armoredcorelore to explain what the hell is going on in a given game lol.
But that’s a concern for when the game actually drops. For now I just wanna see gameplay.
As a fellow RUclipsr (not on this account), I agree about all the editing tips. A great way to know if your editing is good is to check out the Audience Retention Graph. The graph should be as flat as possible. If the graph goes down then it means the viewers are losing interest at that point
yea i agree on how you the 1k machine gun can carry you thru the entire arena, you just need good AC that is fast and has EO and it is pretty much enough for everything in the arena, i did it even without a left weapon because its THAT good
I went to test the 1.0 Salines in For Answer and good lord you weren't kidding. 1.0/1.1 is my favorite regulation to play on as well because it's more similar to AC4, and I think the game got a little too fast for my tastes in later regulations, so I get to use the overpowered missiles to my heart's content.
6:13 the best part...there is a variant of this type of pistols in LR that while a bit weaker, they have significantly more ammo...and a massive heat build up on heat for a pistol(with the downside of not being usable as hangar units), these thing could make short work of ACs and was the bane of pvp where you could quickly drain your targets energy reserves by sticking them full of hot lead..
Kid named finger:
Last raven forced me to go from a grenade launchers to micro missiles.
Towards the end of my AC play time (Silent Line), I had settled on lightweight builds that focused on forcing my friends into laser blade duels. Specifically, I would boost into their flank and get them in the air. I preferred a lightweight bi-ped setup, balanced (but on the faster end) boosters, low energy drain and the Moonlight with WA-Finger. Dodging missiles for days and staying in the air to avoid them finding me.
I know you said you haven't played 5/VD so I'll man the miniguns in 5 are insane and carried me hard for MANY missions. I would bring 4 which was 20k rounds iirc and it didn't really matter what the defense or ap of enemies was with that much lead constantly coming their way. Also great video.
I remember being a little snot about the Karasawa MK2 in AC2. When I found it I refused to tell my friends its location so I can hog it to myself.
As much as I love the MWG-MG/1000 for arena use, it is rather impractical for missions where you have to shell out for every single round you fire. Same with the MWG-RF/200. Bad enough you have to pay for repair costs out of pocket on each mission, but ammunition as well? Just gimme the laser version of the MWG-RF/200 and save the rest of the money for kitting out the best mech you can assemble.
By the time you get a decent ac going you can use it the rest of the game no issue cause there’s no reason to swap it out
Saline missles are still very powerful, but they take skill now. The trick is to use them like a shotgun and hop at/on your target. Rain them down from a short height.
I respect most of these, though I think if not in the top 10, honorable mention needs to go to the MOTOCOBRA machine guns, especially when paired with the lightweight GRB-TRAVERS grenade cannons in For Answer, even on the latest regulations. The MOTOCOBRAs chew through Primal Armor like candy and can shred AP, and when combined with the burst damage of the grenade cannons, it can devastate pretty much the entire game. And best of all, this can go on pretty much any build that isn't an ultralight.
The Pixy MG with 800 rounds is about as OP and old reliable as they come. It's lighter than the MG 1000 and from armored core Silent Line onwards, it somehow managed to slip under the radar from the people bitching about Mags being powerful.
I hate when people complain about parts they just don't like being powerful, it's kinda the point in games where customization is a thing, to find what works to take down the most difficult enemies.
99% of last raven builds use the pixie 3 and it’s banned sometimes in silent line lol
Lack of HZL30 is criminal. That shit + MG/1000 or CWG-GS/56 is the ultimate cheese. I especially use the howie shotgun combo on a lightweight HUESO build, it's a fucking beast.
Honorable mention to CR-WH05BP 40 round Bazooka made seemingly impossible missions and arena a cakewalk in Silent Line. It was too good that it got nerfed in Last Raven.
easy like for me i will not understand how fast I missed these choices
Excellent video, Raven
Yep, that checks out lmao. In some cases the dual back missile hidden part (blanking on the part number) were even more OP in PP's arena - any enemy weak to physical would get chunked for 2k+ per volley, and for the rest there was always karasawa. Also carpals occupation hard mode old king lives% is something i've only done with blades, i'll have to try that 1.0 laser cannon.
Kojima Missiles in ACFA are excellent Next killers, though you need to be careful using them because your opponent can detonate them after leaving the launchers.
Nicely narrated! Well done video 👏 👏
I know my friends would say the flares and the pile bunker sword are OP but that’s one because they weren’t expecting me to drop down and skewer them like Sephiroth to Aerith lol.
There are some guns and missiles in Master of Arena. That are worth mentioning.
CLEARLY Titan4 Arm is the most powerfull Weapon in the entire series
*Miss all 8 Nuke Missiles*
I'm surprised the zinc didn't make it on the list. it can total a lightweight in 1 hit and has amazing homing and travel time
In AC 3 and Silent Line I use my Son Of A Gun 2.0 build that is a hover AC that uses a Howitzer and The MWG-MG/1000 and what I do with this build is I get really close to the enemy and constantly move in a 360 circle around the enemy to defeat them as they can't hit me if I just circle around them and constantly hitting them
if including human PLUS enhancements the WC IR24 laser cannon from project phantasma and the LS 99 moonlight
Nice.
I don't pvp, this is just single player opinions:
In AC1 my fav is the WC-01QL with quad legs. This is the only AC game where damage was so shifted to back weapons that quad legs were actually worth it.
AC2: EAW-BZD for easy arena stomping and the EWG-MGSAW for spamming through missions.
AC3: KWG-FTL450 / MWG-MG/1000 (I never felt the need to use the 500 since I needed to get close enough to flame thrower anyway)
SL: KWG-FTL450 / MWG-MG/800 (don't fix what only gets more broken)
NR: WB25PU-LAMIA3 for DPS, SHADE for when I run out of ammo.
I'm surprised the dual grenade launcher arms aren't on here, I always use those to blitz through the Arena.
Fully expected the Finger and Karasawa to be at the top. I would probably add the Moonlight and the back mounted Linear/Laser Cannons (CWX-LIC-10 from AC3 and WC-IR24 from Project Phantasma)
Hi Brxggs! I believe we spoke in Blues chat during stream :) awesome video! Definitely gonna sub. Also great editing btw.
Hey Portal! Nice chatting with you. I appreciate it, I have some more AC video ideas planned soon!
Can't believe saline was that powerful on 1.0. I never used that regulation, so I never knew.
The Angel wings and Gernade launchers in AC4 would be a good choice just cuz the hitbox is the whole damn screen lol
Man the grenade launchers in ac4/a were so much fun to fire. Only problem with those laser rifle wings was that they absolutely murdered your energy levels with every use.
@19:39 you know a gun is OP when the fast amount of machine gun bullets on screen causes frame drops >.>
Tbf acpp had a lot of frame issues. They really reached the limits of the psx's abilities in that game, for better or for worse.
You could put basically every version of the Karasawa in every AC-game on this list. So it´s not a miracle it´s on place 1 here. 🤣😂
I dunno, the later versions of it got nerfed pretty hard.
MWG-MG/1000 is an odd choice. The MG/800 is outright better except for the ammo count and is step above any other MG in Silent Line. The MG/1000 is good, but not really overpowered. Also surprised at no mention of some of the AC2 back missiles or EN cannon arms.
it's the little bit of extra range, 800 got the better DPS but the 1000 is consistent and reliable
Both are good, but yea when I went from 3 to silent line I moved to the 800.
Just felt more aggressive cause of the damage bump
It's also an EXCEPTIONAL heat machine gun. For arena battles, it's probably the single most viable for causing output down on every AC in the game. Combined with burst missiles and GG.
The 800 has more damage then the 1000 while weighing less and having more ammo then the 500 it’s absurd. It’s even still amazing in Last Raven
No one serious about Armored Core PvP ever banned the HP pistol, it was used in multiple high level tournaments, generally speaking its only low level casual players who ban parts in PvP.
Hot damn! Didn't know Saline was that dumb, no wonder it was recommended in a lot of builds I looked up. I played on latest regulations whenever I emulate 4A, and they always felt kinda underwhelming, or where just missiles for support fire. Meanwhile, I found Bismuth and Big Sioux actually kinda dumb, while still swapping guided regular missiles every so often.
AC2 Karasawa-MK2 was perfect for the whole game. Nothing beat it.
ah yes mg 1000 , my favorite machine gun in silent line , sadly in nine breaker & last raven this machinegun firerate has been nerf , nine breaker & last raven i've always played it since i was a kid
It was kinda deserved cause they are op tbh
Hand held linear rifle and 800-1000 round machine guns
I used the small missile arms for seraph nine ball in AC2:AA. I couldn't track him well enough to use much else
Funny thing is...both Nine-Ball and Phantasma share the same general weakness in AA: getting above them and slamming large rockets down into them. Phantasma is easy: you can basically land on it. Nine-Ball is a little trickier, as you have to boost backwards and just start floating against the back wall: his AI makes him want to get close and behind you to blade you to death, so he'll boost in the wall beneath you for a few seconds at a time, allowing you to sink rockets.
I see the MWG-RF 220 and I like, simple as.
why are AC fans all good at memeing
What 10 years with no new game does to a mf
I had never seen Phantasma melt like that.
Large rocket master race
6:23 A viable alternative to the HPs is Wraiths. They're approximately the same level of OPness.
I wouldn't say the Wraiths are close to the HP in terms of effectiveness. HPs deal 50% more DPS than Wraiths before magazine reloads are taken into account and 20% more DPS after taking into account magazine reloads. This is before taking into account the higher velocity and especially its stun when it was introduced in NB. The value associated with stun is 4757, which was annoyingly high. For comparison, the CR-WR93B3 and CR-WR93RL have a recoil value of 4241, and that's a lightweight bazooka and a linear rifle respectively. As a result of this the HP almost singlehandedly made a softcap of >4757 stability for basically all ACs in NB or they will be stunlocked to death until the HP reloads or runs out of ammo, and by then a big AP lead has been achieved. LR made AC stability across the board better but even then the HP was still superior.
Now this isn't to put down the Wraith as it is one of the de facto hanger weapons commonly used along with the CR-WH69H, but those were actually allowed in hangers in the first place in PvP. HP wasn't. This kinda illustrates what power difference we're dealing with here. Still, Wraith gud, but HP's essentially top 5 weapon levels in games where it appeared.
You should've tried that green rifle in project phantasma. It was a beast.
That green rifle straight up carried me right to the top of the arena rankings by itself. (With the occasional substitution for that stubby pulse cannon for extra high shell def opponents)
Awesome video and helpful info too. Subbed!
*YAH DAT BRXGGS*
Two things, the bp handguns in lr? Meh, i never had issues with them. The missiles that are deadlies in ac2 and ac2aa were the single back unit multi missiles, so powerful
I need that song that plays in the background during the intro🔥
Armored Core 4 - Rain
@@briggs1000 thank you kindly sir. Subbed😌
Suprised micro missiles aren't mentioned, those things are the only missiles which are worth using in Nexus above aside from Satyros and maybe multi missiles
Come on people, Exile is not that hard! I beat him on MY SECOND TRY! And just so you know, I'm not good at these games even though I grew up with them! So if a noob like me can defeat E-32,I DOUBT THAT EXILE IS DIFFICULT TO BEGIN WITH!
I lost my hype for Armored Core when they jumped the shark.
Lol if you think For answer is nuts you haven’t seen last raven pvp
I only they would do a remake collection. I never got to play the OG playstation titles.
Emulators are easy nowadays, you know.
@@metalgearexcelsus that's not what I meant. I never got into emulation. Unless emulation has changed that much, I do want to see some of the new mechanics that came in later titles to be added in to the older titles. what I was wanting more is the games remade and updated with modern controls with some of the new weapon ideas that came later. What is the most popular emulator nowadays? maybe I'll give emulation another go.
@@matthewgarcia2119 left hand weapons in ac2 would be broken but fun to see
Omfg your little edits are funny!!!!! 😂😂😂😂
I am on fire !!!!!! N
14:58 how to dance like that I need to know the groove move
barely tap your strafe buttons
What works in Nine Breaker, cause my ass is getting blasted.
Hmmm, depends on what you’re trying to do. For training missions, minmax according to the situation. Ex: dodge missile test, bring light fast AC with decoys and anti missile extensions. Defeating opponents? MG’s are good, dual rifles with EO cores are solid, vert missiles are always a solid choice.
Whoever is flying that mech in for answer likes to face tank lol
Armored core has so many different weapons to use.
Who came here after the announcement of Armored core 6?