Armored Core

Allmind may be more than just a mercenary support program gone rogue, but it is certainly not the System. Allmind never uses PCA assets and has even been shown to combat directly against the PCA ("Obstruct the Mandatory Inspection").

Additionally evidenced by the existence of Chatty, it seems pretty clear that there are just numerous AI entities around as a normal, accepted part of AC6's setting, and they can come into conflict with each other rather than being a monolithic force.
I thought she does use them every know and then. I viewed the Father Dolmyian fight in NG++ as him trashing her PCA helicopter.

She has spies in Arquebus and Sulla is her rentboy. The PCA weaponry looks mildly like her armor designs.

EDIT: I’m also like 90% sure because of how she acts in MIA and how the PCA basically are disposable. They literally are bug men who have no concept of disobeying direct orders when faced with death. I think she’s either a rogue element of it or The System AI just hates the bug men under it and wants some retard to be the Central mind for an actual hive mind.
 
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More like it has been the most OP weapon since AC1 up until Silent Line. The amount of power it carries plus no ammo cost since it's energy weapon means that you can break the game's economy and delete ACs and bosses easily. They gradually increase energy drain cost and weight while nerfing damage output and ammo capacity until it become unusable in Nexus then get some minor buffs in Ninebreaker and Last Raven. Since then From has been trying to make it fits the "high damage per shot" category of energy weapons and balances around that. CANOPUS (Karasawa for 4th gen) have good damage but slow ass firing and projectile speed so it misses more often than not, even more so as you go into AC4A where everyone is on permanent speed drug. ACV and VD have decent Karasawa variants but the damage typing really hamper its use in most situation where autocannons on tanks and lightweight battle rifles rule.
As for the KRSV in AC6? It's now my favorite variant alongside MoA's. You get your regular laser shots like AC1 to MoA, charged AoE plasma shot similar to 3rd gen versions and a big "Fuck this guy and everything in the vicinity is particular" final charge level, pretty useful is multiple situation. Build your AC with generators that has decent energy weapon boost stat and you have a nuke on hand. Still quite heavy and drains a lot of energy but if you can build an AC around it, it can pump out absurd amount of damage or instant ACS break for comboing.
The Karasawa was the most OP weapon in Armored Core 1 and 2, yes, but saying it was all the way through to SL is just silly when the FINGER, XPfPPk, XDC, and the RF-220 all exist, and that's just the right arm weapon category. Project Phantasma wrenches most OP rifle away and AC2 only gave it back for a short while.

The 4 and on versions all took it too far in the opposite direction. The CANOPUS's stats are entirely moot when the projectile speed is what it is, leaving it useful against basically tank ACs in 4 and AFs in FA, and then you have a multitude of other weapons that do the job just as well and are more useful for a variety of situations.

The ACV and VD variants I'll confess I know less about due to having played less (I don't really like 5th gen), but ACV's Karasawas are respectively, a laser rifle with 4 shots, no matter what kind of damage you have, and a decently powerful laser rifle with less long term damage potential than regular laser rifles because of the low ammo pool. Never played around with the 3rd and 4th variants.
 
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I thought she does use them every know and then. I viewed the Father Dolmyian fight in NG++ as him trashing her PCA helicopter.

She has spies in Arquebus and Sulla is her rentboy. The PCA weaponry looks mildly like her armor designs.

EDIT: I’m also like 90% sure because of how she acts in MIA and how the PCA basically are disposable. They literally are bug men who have no concept of disobeying direct orders when faced with death. I think she’s either a rogue element of it or The System AI just hates the bug men under it and wants some retard to be the Central mind for an actual hive mind.
I'm not sure why she would send a PCA heli and a few snipers to kill us after we've proved ourselves capable of stomping them multiple times by that point. As for the similar designs, I think that's just convergent evolution. The PCA glowies obviously have top-of-the-line gear, so it would only make sense for Allmind's gear to resemble it if she was trying to formulate the best AC gear. Also the PCA craft in MIA were just autonomous drones she took command of to shit on the Arquebus grunts, like the Sea Spiders in the final fight.
 
Soooooooo, I got to meet Ibis...
Second try nuked it, but of course, it has a second phase. After getting shat on a few times, broke the seal on the Songbirds, but double songbird, pile driver and the antishield gun didn't seem to be working as good as expected, since the fucking thing is so quick and it doesn't always get fully staggered on the red, when I do nail it, the pile bunker is taking almost half it's life then and there, but it was hard to set up. Went back to lance since it gives me actual momentum.

Had to cut it short due to real life, but I may go back in with the zimmers and the needles in my pocket just in case. This is the first time in the game where I've felt "looks like I'll be here a very long time", I expected it for Baltheus but it wasn't really the case and nothing else in the game has stopped me for longer than a few tries except the Sea Spider and I was being a bit stubborn with that one. Don't know how I feel about it till I kill it, but I get the "robot Melania" nickname, and it sounds like it either makes your life hell, or you absolutely trivialize it with a cheese build (just like Melania).
 
Soooooooo, I got to meet Ibis...
Second try nuked it, but of course, it has a second phase. After getting shat on a few times, broke the seal on the Songbirds, but double songbird, pile driver and the antishield gun didn't seem to be working as good as expected, since the fucking thing is so quick and it doesn't always get fully staggered on the red, when I do nail it, the pile bunker is taking almost half it's life then and there, but it was hard to set up. Went back to lance since it gives me actual momentum.
Yeah, Ibis's combination of speed and flying makes the songbirds (and most explosive weapons like it) very difficult to use against it and Ibis doesn't have a shield so the pulse guns won't be super effective against it. I think the big thing about Ibis is that all the other bosses reward getting right on top of them, but Ibis has quick, powerful attacks with input reading so getting close to it just gives you less time to react. If you knife-fight Ibis using shotguns or machineguns then you have to have great dodge timing.

If you end up uncapping the sneedle cheese, I found I preferred pairing them with miniguns over zimmermans. The miniguns constant damage against staggered targets is immense and against bosses with longer stagger times you will outpace the zim's big initial damage dump. It won't really matter much, anything you fight will probably be constantly staggered anyway because the sneedles are horrifying, but I did find it faster and more comfortable with miniguns.
 
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Yeah, Ibis's combination of speed and flying makes the songbirds (and most explosive weapons like it) very difficult to use against it and Ibis doesn't have a shield so the pulse guns won't be super effective against it. I think the big thing about Ibis is that all the other bosses reward getting right on top of them, but Ibis has quick, powerful attacks with input reading so getting close to it just gives you less time to react. If you knife-fight Ibis using shotguns or machineguns then you have to have great dodge timing.

If you end up uncapping the sneedle cheese, I found I preferred pairing them with miniguns over zimmermans. The miniguns constant damage against staggered targets is immense and against bosses with longer stagger times you will outpace the zim's big initial damage dump. It won't really matter much, anything you fight will probably be constantly staggered anyway because the sneedles are horrifying, but I did find it faster and more comfortable with miniguns.
Don't know when I'll try again, but I'll definitely bring the double needles, the right chaingun and Zimmers to the next try along with any other crap I can fit.

With Melania patience got the best of me so I ended up cheesing her with rivers + mimic and felt I cheated myself, I definitely want to give Ibis a few more rounds until I embrace the cheese, but definitely won't shy away from it either, but I do want to see if I find something else that is effective.

Most annoying thing will be redoing the mission and getting the hidden parts again (nice to see those bonewheels managed to cross time and space into the far future).

Anyway, huge thanks for the tips.
 
Worries have been tamed, I don't like repair kits but the game is still very much armored core. Probably my favourite game this year so far. I also like that the 1.01 patch was the best-running game fromsoft has literally every released; I had a stable 60fps for the entire game with no drops for any reason, game never crashed on me and there were no glitches.
 
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Worries have been tamed, I don't like repair kits but the game is still very much armored core. Probably my favourite game this year so far. I also like that the 1.01 patch was the best-running game fromsoft has literally every released; I had a stable 60fps for the entire game with no drops for any reason, game never crashed on me and there were no glitches.
Not doing a well ackshully. I only experienced one glitch, and it's the destroy the strider mission. I fell through one of the jump catapults on it, only happened once and couldn't recreate it. Other than that, smooth all the way through.
 
So I just got done with NG++ and I have say to say I much preferred the other two endings.

The final battles against Walter/Ayre felt climactic and the preceding missions were fucking awesome.

Here after all the buildup with Allmind for what's supposed to be the true ending, fucking Iguazu is the one who takes over as final boss? Sorry but the colossal bitch who's barely a footnote beforehand and who's only notable trait besides being a bitch is ODing on copium whenever he hears the word 'Raven' is just not final boss material lol.

I'd never played an Armored Core game before but overall I loved it, obviously different from the Souls games but still very much a From Soft experience, about my only complaints are that my nigga Patches was nowhere to be found even though he apparently originated in AC and that even after NG++ it still feels too short, will definitively be emulating the older titles.
 
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With Melania patience got the best of me so I ended up cheesing her with rivers + mimic and felt I cheated myself, I definitely want to give Ibis a few more rounds until I embrace the cheese, but definitely won't shy away from it either, but I do want to see if I find something else that is effective.
When I was doing my no-cheese-weapons S-rank run I ended up using SOUP missile launchers, the burst assault rifle, and a pile bunker to get Ibis. I don't know how well that would work on a first playthrough, since you'd have to substitute the SOUPs for the ten-cell missile launcher and won't have the benefit of full OS tuning, but it is a solid mid-range build with a big melee stagger punish. As an added benefit the missiles are very effective against the wheels earlier in the mission since they bypass their armor.

Not doing a well ackshully. I only experienced one glitch, and it's the destroy the strider mission. I fell through one of the jump catapults on it, only happened once and couldn't recreate it. Other than that, smooth all the way through.
I had a persistent issue with the game crashing on the initial load-up for the garage. No idea what caused that and I haven't had it trigger in a while.
 
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Killed Ibis. Went double zimmer and needle just to go quickly through the mission, noticed that I was shitting on Ibis with that setup and when it was at one shot of being killed, I let it kill me instead and started experimenting.

After rumaging around my weapons (shoulder bazookas with spread were the biggest letdown) and getting surprisingly close with double laser shotguns and double 10 missile pods, finally succeeded with laser lance, linear rifle and double shoulder lasers (poor man needles).

I honestly think I had amazing RNG on that run though since I destroyed phase 1 without using a repair kit, and even though phase 2 started poorly, I managed to end up mulriple times in a row with Ibis being done with it's assault, right next to me, and the lance ready to use, and a full charge of that plus double shoulder cannon tap made a mess of it. Still had no repair kits and less than 2000 AP at the end of it, but definitely a good run.

And then, to my surprise, we ain't done. Since Ibis is what everybody talks about, I just assumed it was the final boss.

I basically picked all of the Liberation Front decisions since I just wanted to get the "saviour" bullshit out of the way first and be more of a corpo hound on ng+

Still not done yet, though did put down Carla and Chatty, surprisingly they gave me more shit than Ibis and was running low on time, so they got the zimmer + needle treatment. I'm locked into full waifu now and expect a lot of psedomysticism with coral which will probably remind me of the lifestream.

Also though the moonlight sword looks awesome, the spear is still my close quarters love, might bring both next time since a double melee was fun to keep constant pressure.
 
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was honest brute talking about a coral generator build when he was talking about "slow slow quick quick slow?"
 
New balance patch released.
Balance Adjustments
Weapon Units

  • EXPLOSIVE THROWER “DF-ET-09 TAI-YANG-SHOU”: increased Effective Range/Total Rounds, decreased Reload Time
  • LINEAR RIFLE “LR-036 CURTIS”: decreased Recoil/Charge Time
  • LINEAR RIFLE “LR-037 HARRIS”: increased Chg. Attack Power/Cooling, decreased Charge Time
  • SHOTGUN “SG-026 HALDEMAN”: decreased Direct Hit Adjustment
  • SHOTGUN “SG-027 ZIMMERMAN” decreased Attack Power/Impact/Accumulative Impact/Direct Hit Adjustment
  • HANDGUN “HG-003 COQUILLETT”: increased Total Rounds
  • HANDGUN “HG-004 DUCKETT”: increased Total Rounds
  • BURST HANDGUN “MA-E-211 SAMPU”: increased Total Rounds
  • NEEDLE GUN “EL-PW-00 VIENTO”: increased Total Rounds
  • BAZOOKA “DF-BA-06 XUAN-GE”: increased Projectile Speed, decreased Reload Time
  • BAZOOKA "MAJESTIC”: increased Projectile Speed, decreased Reload Time
  • BAZOOKA “LITTLE GEM”: increased Projectile Speed, decreased Reload Time
  • DETONATING BAZOOKA “44-141 JVLN ALPHA”: increased Projectile Speed, decreased Reload Time
  • GRENADE “DF-GR-07 GOU-CHEN”: increased Total Rounds/Projectile Speed, decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
  • GRENADE “DIZZY”: increased Total Rounds/Projectile Speed, decreased Reload Time. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
  • GRENADE “IRIDIUM”: increased Total Rounds/Projectile Speed, decreased Reload Time. Reduced sway caused by accumulated Recoil. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
  • PLASMA RIFLE “IA-C01W1: NEBULA”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact, increased Charge Time
  • SIEGE HAND MISSILE “WS-5000 APERITIF”: increased Reload Time, decreased Guidance
  • GRENADE CANNON “EARSHOT”: decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
  • GRENADE CANNON ”SONGBIRDS”: decreased Attack Power/Impact/Accumulative Impact. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
  • STUN NEEDLE LAUNCHER “VE-60SNA”: decreased Impact/Accumulative Impact/Direct Hit Adjustment/Attack Power on consecutive attacks
  • LASER CANNON “VP-60LCS”: increased Total Rounds
  • DIFFUSE LASER CANNON “VP-60LCD”: increased Total Rounds
  • PULSE SHIELD LAUNCHER “EULE/60D”: increased Total Rounds/Pulse Shield Durability, decreased Weight/EN Load
  • LIGHT WAVE CANNON “IA-C01W3: AURORA”: decreased EN Load. Energy Firearm Spec now applies to this weapon
  • DUAL MISSILE “BML-G1/P31DUO-02”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
  • DUAL MISSILE “BML-G1/P32DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
  • DUAL MISSILE “BML-G2/P08DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
  • ACTIVE HOMING MISSILE “BML-G3/P04ACT-01”: increased Guidance/Homing Lock Time/Projectile Speed
  • ACTIVE HOMING MISSILE “BML-G3/P05ACT-02”: increased Guidance/Homing Lock Time/Projectile Speed
  • NEEDLE MISSILE “EL-PW-01 TRUENO”: decreased Guidance. Projectiles now follow a stable trajectory
  • CORAL MISSILE “IB-C03W3: NGI 006”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact/Direct Hit Adjustment
  • LASER ORBIT “45-091 ORBT”: increased Attack Power/Direct Hit Adjustment/Ideal Range/Effective Range/Projectile Speed
  • LASER TURRET “VP-60LT”: increased Projectile Speed/Laser Turret Attack Frequency

Frame Parts

  • HEAD “AH-J-124 BASHO”: increased System Recovery
  • HEAD “HD-011 MELANDER”: increased Attitude Stability/System Recovery
  • HEAD “HD-033M VERRILL”: increased System Recovery
  • HEAD “HD-012 MELANDER C3”: increased Attitude Stability/System Recovery
  • HEAD “DF-HD-08 TIAN-QIANG”: increased Attitude Stability/System Recovery
  • HEAD “VP-44S”: increased Attitude Stability/System Recovery
  • HEAD “VP-44D”: decreased Attitude Stability
  • HEAD “VE-44A”: increased Attitude Stability/System Recovery
  • HEAD “HC-2000 FINDER EYE”: increased System Recovery
  • HEAD “HC-2000/BC SHADE EYE”: increased System Recovery
  • HEAD “HC-3000 WRECKER”: increased System Recovery
  • HEAD “HS-5000 APPETIZER”: increased Attitude Stability/System Recovery
  • HEAD “EL-TH-10 FIRMEZA”: increased System Recovery
  • HEAD “EL-PH-00 ALBA”: increased System Recovery
  • HEAD “20-081 MIND ALPHA”: increased Attitude Stability/System Recovery
  • HEAD “20-082 MIND BETA”: decreased System Recovery
  • HEAD “IB-C03H: HAL 826”: increased Attitude Stability
  • CORE “NACHTREIHER/40E”: increased Attitude Stability/Generator Output Adj.
  • CORE “IA-C01C: EPHEMERA”: decreased AP/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability
  • ARMS “AA-J-123 BASHO”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
  • ARMS “AA-J-123/RC JAILBREAK”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
  • ARMS “AR-011 MELANDER”: increased Recoil Control
  • ARMS “AR-012 MELANDER C3”: increased Recoil Control
  • ARMS “DF-AR-08 TIAN-QIANG”: increased Recoil Control
  • ARMS “DF-AR-09 TIAN-LAO”: increased Recoil Control
  • ARMS “VP-46S”: increased Recoil Control
  • ARMS “VP-46D”: increased Recoil Control
  • ARMS “NACHTREIHER/46E”: increased Recoil Control
  • ARMS “VE-46A”: increased Recoil Control
  • ARMS “AC-2000 TOOL ARM”: increased Recoil Control
  • ARMS “AS-5000 SALAD”: increased Recoil Control
  • ARMS “EL-TA-10 FIRMEZA”: increased Recoil Control
  • ARMS “EL-PA-00 ALBA”: increased Recoil Control
  • ARMS “04-101 MIND ALPHA”: increased Recoil Control
  • ARMS “IA-C01A: EPHEMERA”: increased Recoil Control
  • ARMS “IB-C03A: HAL 826”: increased Recoil Control
  • BIPEDAL “AL-J-121 BASHO”: increased Attitude Stability/Jump Distance
  • BIPEDAL “AL-J-121/RC JAILBREAK”: increased Attitude Stability/Jump Distance
  • BIPEDAL “LG-011 MELANDER”: increased Attitude Stability/Jump Distance
  • BIPEDAL “LG-012 MELANDER C3”: increased Attitude Stability/Jump Distance
  • BIPEDAL “DF-LG-08 TIAN-QIANG”: increased Attitude Stability/Jump Distance
  • BIPEDAL “VP-422”: increased Attitude Stability/Jump Distance
  • BIPEDAL “VE-42A”: increased AP/Attitude Stability/Jump Distanc
  • BIPEDAL “2C-2000 CRAWLER”: increased Attitude Stability/Load Limit/Jump Distance
  • BIPEDAL “2C-3000 WRECKER”: increased AP/Attitude Stability/Jump Distance
  • BIPEDAL “2S-5000 DESSERT”: increased AP/Attitude Stability/Jump Distance
  • BIPEDAL “EL-TL-10 FIRMEZA”: increased Jump Distance
  • BIPEDAL “EL-PL-00 ALBA”: increased Attitude Stability/Jump Distance
  • BIPEDAL “06-041 MIND ALPHA”: increased Attitude Stability/Jump Distance
  • BIPEDAL “IA-C01L: EPHEMERA”: increased Attitude Stability/Jump Distance
  • BIPEDAL “IB-C03L: HAL 826”: increased Attitude Stability/Jump Distance
  • REVERSE JOINT “KASUAR/42Z”: increased Attitude Stability
  • REVERSE JOINT “06-042 MIND BETA”: increased Attitude Stability
  • REVERSE JOINT “RC-2000 SPRING CHICKEN”: increased Attitude Stability
  • TETRAPOD “LG-033M VERRILL”: decreased AP
  • TETRAPOD “VP-424”: decreased AP
  • TANK “EL-TL-11 FORTALEZA”: decreased Anti-Kinetic Defense/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability

Inner Parts

  • BOOSTER “AB-J-137 KIKAKU”: increased Upward Thrust
  • BOOSTER “BST-G1/P10”: increased Upward Thrust
  • BOOSTER “BST-G2/P04”: increased Upward Thrust
  • BOOSTER “BST-G2/P06SPD”: increased Upward Thrust
  • BOOSTER “ALULA/21E”: increased Upward Thrust
  • BOOSTER “FLUEGEL/21Z”: increased Upward Thrust
  • BOOSTER “BC-0600 12345”: increased Upward Thrust
  • BOOSTER “BC-0400 MULE”: increased Upward Thrust
  • BOOSTER “IA-C01B: GILLS”: increased Upward Thrust
  • BOOSTER “IB-C03B: NGI 001”: increased Upward Thrust
  • FCS “FCS-G2/P05”: decreased Close-Range Assist
  • FCS “FC-006 ABBOT”: decreased Close-Range Assist
  • FCS “FC-008 TALBOT”: decreased Close-Range Assist
  • GENERATOR “AG-J-098 JOSO”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
  • GENERATOR “AG-E-013 YABA”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
  • GENERATOR “AG-T-005 HOKUSHI”: increased EN Capacity/Energy Firearm Spec

Expansion

  • EXPANSION “PULSE PROTECTION”: increased Resilience
  • EXPANSION “TERMINAL ARMOR”: increased Duration
    ・Adjusted Attitude Recovery rate according to Total Weight. ACS Strain now dissipates much faster on lighter ACs, and slightly slower on heavier ACs
    ・Adjusted various Boost Speed rates according to Total Weight
    ・Decreased top speed during Assault Boost for heavier ACs
    ・Decreased Boost Kick attack range for Tetrapod legs
    ・Increased EN Consumption while hovering with Tetrapod legs
    ・Decreased Impact reduction effect during Assault Boost
    ・Decreased Impact/Accumulative Impact dealt when colliding with enemies during Assault Boost
    ・Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint
    ・Adjusted damage dealt by certain weapons when attacking the pulse shield deployed from PULSE SHIELD LAUNCHER “EULE/60D”

Bug fixes
  • Fixed a bug with CORAL OSCILLATOR “IB-C03W2: WLT 101” where charged attacks would have stronger tracking than intended when using Tetrapod legs
  • Fixed a bug where the attack warning marker would not display for an enemy AC firing DETONATING MISSILE “45-091 JVLN BETA” equipped to the left back slot
  • Fixed a bug where the attack warning sound would not play correctly for an enemy firing GRENADE “IRIDIUM”
  • Fixed a bug where charged attacks from LIGHT WAVE BLADE “IA-C01W2: MOONLIGHT” and CORAL OSCILLATOR “IA-C01W7: ML-REDSHIFT” would clip through certain structures/objects
  • Fixed a bug where reloading with a full magazine would cause certain weapons to fire unintentionally
  • Other bug fixes
Highlights include: Zimmerman/Sneedle nerf, Songbirds nerf, Aperitif nerf, Handguns get more ammo, Bazooka/GL buffs, Nebula nerf, Earshot buff (this really didn't need it lmao), Biped/RJ stability buffs, higher upward thrust on a lot of boosters, decreased boost/assault boost speeds for heavy builds, and no more ridiculous tetrapod boost kicks.
 
Get fucked dual zimmy quads, really sick of their stagger locking combo. It's time for my lightweight bazooka build to shine.
 
Was the Nebula considered good? I haven't played much pvp but it seemed pretty mediocre to me. Also I think they need to buff the Coral weapons in general, most of them are nowhere near good enough for how much of a pain in the ass they are to get.
 
Was the Nebula considered good? I haven't played much pvp but it seemed pretty mediocre to me. Also I think they need to buff the Coral weapons in general, most of them are nowhere near good enough for how much of a pain in the ass they are to get.
Its charge attack was very good, almost on the level of the shoulder mounted plasma gun.
 
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Was the Nebula considered good? I haven't played much pvp but it seemed pretty mediocre to me. Also I think they need to buff the Coral weapons in general, most of them are nowhere near good enough for how much of a pain in the ass they are to get.
It is, especially on 150 energy spec generator with quad legs or wheelchair. The thing that make is strong is that due to how plasma AoE works, you will always take gradual stagger damage even though you dodged the main projectile. Pair it with 2 Trueno on the back and keep watch of your target's stagger bar, the moment their stagger bar filled up, nail them with Trueno to delete 2/3rd of their AP.
 
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I kind of like this patch, at least in regards to PVP.

My main build that I usually take into missions but also does well in PVP was a medium humanoid with a single Zimzam, vertical plasma missiles, and then the red coral blade and the coral moonlight. I used to use the charged moonlight to get free hits on people turtling behind buildings, but I guess that was considered a bug. Usually I would chase them down with the blade, using QB/melee cancels to get close, and I could usually stagger with two zimmerman shots and a blade slash. Now, with the overall boost to speed and the nerf to zimmermans, it's hard to get the quick stagger, but it still feels viable. Since the strain meter was buffed across the board, I can usually still tank through whatever they're shooting at me to land the hit.

My more kiting/ranged rifle builds got some minor buffs, especially the overall speed buff and recoil control buffs.
 
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just beat ng++ and my conclusion is that this is my favorite game of the past 3 years. is multiplayer fun or is everyone a fucking faggot like how other fromsoft games' PVP is?
 
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